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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="Mustrum_Ridcully" data-source="post: 5961924" data-attributes="member: 710"><p>While I think I get what you're saying, I'd say it differently: </p><p>Adventures are linked encounters, on some level. The link mechanically is the daily resource management stuff, hit points, healing surges, daily powers, spells, and all that. The other link is thematically, that there is a story that flows between from these individual scenes.</p><p></p><p>If you remove such long-term resources, you may or may not simplify the game, but you certainly remove the mechanicaly element that is linking these things, and it has been a part in all editions of D&D. There was no D&D without resources that were only limited within a single encounter. IT always had at least hit points (with a recovery that is limited each day) and daily spells.</p><p></p><p></p><p></p><p>I'd say that "you've got x hit points and you recover y hit points each day" is a really simple rule. </p><p></p><p>On the other hand, saying that you can attempt to trip an opponent, which first requires a melee touch attack, and then a strength check opposed with strength or dexterity on which the enemy gets a +4 bonus if he is larger than you and another +4 bonus if he has 4 legs, oh and you provoke an attack of opportunity that occurs immediately before the trip, and if you fail the enemy can counter the trip with another opposed roll , but if you have a weapon that can be used for tripping yo ucan drop that weapon instead of dropping prone yourself is a rule that doesn't involve any resources but damn it's quite complicated to resolve.</p><p></p><p>And I'd say the first rule can be much easier balanced (find good values for x and y) while the latter can lead to "always trip" or "never trip")</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5961924, member: 710"] While I think I get what you're saying, I'd say it differently: Adventures are linked encounters, on some level. The link mechanically is the daily resource management stuff, hit points, healing surges, daily powers, spells, and all that. The other link is thematically, that there is a story that flows between from these individual scenes. If you remove such long-term resources, you may or may not simplify the game, but you certainly remove the mechanicaly element that is linking these things, and it has been a part in all editions of D&D. There was no D&D without resources that were only limited within a single encounter. IT always had at least hit points (with a recovery that is limited each day) and daily spells. I'd say that "you've got x hit points and you recover y hit points each day" is a really simple rule. On the other hand, saying that you can attempt to trip an opponent, which first requires a melee touch attack, and then a strength check opposed with strength or dexterity on which the enemy gets a +4 bonus if he is larger than you and another +4 bonus if he has 4 legs, oh and you provoke an attack of opportunity that occurs immediately before the trip, and if you fail the enemy can counter the trip with another opposed roll , but if you have a weapon that can be used for tripping yo ucan drop that weapon instead of dropping prone yourself is a rule that doesn't involve any resources but damn it's quite complicated to resolve. And I'd say the first rule can be much easier balanced (find good values for x and y) while the latter can lead to "always trip" or "never trip") [/QUOTE]
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I little idea on 5e Core, pacing, and "dailies."
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