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General Tabletop Discussion
*Dungeons & Dragons
I little idea on 5e Core, pacing, and "dailies."
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<blockquote data-quote="I'm A Banana" data-source="post: 5961911" data-attributes="member: 2067"><p>There's a problem with the solution:</p><p></p><p>If D&D has, as one of its identifying characteristics, non-encounter resource management, and you take that away, you're left with something that <em>is not very D&D-like</em>.</p><p></p><p>Because D&D is not, in its essence, a game of linked encounters, forcing it to be that is going to force it to be something its not. D&D is a game over overall <em>adventures</em>, and so should be based on that.</p><p></p><p>Rather than making the game encounter-based, we should simplify that adventure-level resource management. </p><p></p><p>There's no reason that one must "start simple and get complex" with classes. There should be both simple and complex classes that are both adequately effective, so that playing one or the other is a matter of choice and preference rather than what one "should" play.</p><p></p><p>There's no reason LTRM must be complicated. 4e showed how codified rest periods could help guide pacing, and I see no reason for 5e to jettison that discovery. </p><p></p><p>So if we have simple long-term resources, there's no reason to excise them from the core in order to play a "simple" game. And yet it preserves the adventure-level strategy that is a hallmark of D&D. As long as things like daily and weekly rests are codified, they don't need to be complicated. And neither do things like spellcasting -- as long as the recharge rate is set, you can balance it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5961911, member: 2067"] There's a problem with the solution: If D&D has, as one of its identifying characteristics, non-encounter resource management, and you take that away, you're left with something that [I]is not very D&D-like[/I]. Because D&D is not, in its essence, a game of linked encounters, forcing it to be that is going to force it to be something its not. D&D is a game over overall [I]adventures[/I], and so should be based on that. Rather than making the game encounter-based, we should simplify that adventure-level resource management. There's no reason that one must "start simple and get complex" with classes. There should be both simple and complex classes that are both adequately effective, so that playing one or the other is a matter of choice and preference rather than what one "should" play. There's no reason LTRM must be complicated. 4e showed how codified rest periods could help guide pacing, and I see no reason for 5e to jettison that discovery. So if we have simple long-term resources, there's no reason to excise them from the core in order to play a "simple" game. And yet it preserves the adventure-level strategy that is a hallmark of D&D. As long as things like daily and weekly rests are codified, they don't need to be complicated. And neither do things like spellcasting -- as long as the recharge rate is set, you can balance it. [/QUOTE]
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I little idea on 5e Core, pacing, and "dailies."
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