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Community
General Tabletop Discussion
*Dungeons & Dragons
I little idea on 5e Core, pacing, and "dailies."
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<blockquote data-quote="Crazy Jerome" data-source="post: 5962082" data-attributes="member: 54877"><p>I think I've been consistent in saying that excising all of something mechanical is bad modular design. The point of modular design is to swap things in and out, but if you don't build a connection point into the design, <strong>and then use it early</strong>, the modules won't swap properly. Moreover, there is this tendency in both D&D designers and the fans to go a "bridge too far" with ideas, instead of dealing with messy details.</p><p> </p><p>In the case of resource management, I'd say that I agree with those that have said that many people will expect this, and not just old hands. This is part of the appeal of D&D in the first place. So there should be some resource management, but to make that as accessible as possible to beginners, it should be limited. For example, don't have 30 first level spells. Have 12 or less, preferably separated into some obvious categories such that for an offensive spell, a wizard is picking from 3 or 4 options. For a fighter, come up with something that needs to be managed--even if only ammo for a bow or a whetstone for a sword, and only have 3 or 4 such decisions to make. Those kind of options don't overwhelm beginners--who can always standardize on one weapon or a limited set of spells and go to town.</p><p> </p><p>It's actually a more difficult option to excise all such resource management from a system that otherwise can support it. So taking the dial down to zero should be an option on resource management, but it is a rather advanced one. (At least it is for the DM. For the players, if the DM is handling the details, it might not be.) That's another module, right alongside the ones that add a ton of daily spells, encounter magic, complex maneuvers, etc.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5962082, member: 54877"] I think I've been consistent in saying that excising all of something mechanical is bad modular design. The point of modular design is to swap things in and out, but if you don't build a connection point into the design, [B]and then use it early[/B], the modules won't swap properly. Moreover, there is this tendency in both D&D designers and the fans to go a "bridge too far" with ideas, instead of dealing with messy details. In the case of resource management, I'd say that I agree with those that have said that many people will expect this, and not just old hands. This is part of the appeal of D&D in the first place. So there should be some resource management, but to make that as accessible as possible to beginners, it should be limited. For example, don't have 30 first level spells. Have 12 or less, preferably separated into some obvious categories such that for an offensive spell, a wizard is picking from 3 or 4 options. For a fighter, come up with something that needs to be managed--even if only ammo for a bow or a whetstone for a sword, and only have 3 or 4 such decisions to make. Those kind of options don't overwhelm beginners--who can always standardize on one weapon or a limited set of spells and go to town. It's actually a more difficult option to excise all such resource management from a system that otherwise can support it. So taking the dial down to zero should be an option on resource management, but it is a rather advanced one. (At least it is for the DM. For the players, if the DM is handling the details, it might not be.) That's another module, right alongside the ones that add a ton of daily spells, encounter magic, complex maneuvers, etc. [/QUOTE]
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I little idea on 5e Core, pacing, and "dailies."
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