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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="jrowland" data-source="post: 5962409" data-attributes="member: 94389"><p>I think you are on to a "good" approach. I think I am with Crazy_Jerome, though: turning the resource dial to zero is probably not a great start. <em>Some</em> level of resource management should be present at default core to teach those new players that there is a deeper aspect of the game. Teaching them to play a game without resource management is not a great way to introduce resource management.</p><p></p><p>I also think the idea is really one of multiple dials, not some singular, master, resource management dial:</p><p></p><p>HP/Healing dial</p><p>Magic Item Creation/Availability dial</p><p>Character Spell/Power dial</p><p>Gold dial</p><p>Damage dial</p><p>Skill dial</p><p>etc.</p><p></p><p>Each dial "tunable" to the desired 'level' by DMs and Players to suit <em>their</em> game. Core could (and probably should) have those dials turned closer towards a "simplified" resource management. </p><p></p><p>If you include a simplified Healing mechanic like you suggested for the low resource management, then you have to answer the questions:</p><p></p><p>"What is the high resource management healing mechanic"</p><p>"How many healing resource management options do we want in between these?"</p><p></p><p>My guess is 1 or 2 modules for any given "system" is all we'll see (core making a 3rd "option). High/Med/Low or High/Low will be the broad choices with "low" being core. That doesn't leave a lot of room for the various options people seem to be wanting (ie the healing hp issues)</p></blockquote><p></p>
[QUOTE="jrowland, post: 5962409, member: 94389"] I think you are on to a "good" approach. I think I am with Crazy_Jerome, though: turning the resource dial to zero is probably not a great start. [I]Some[/I] level of resource management should be present at default core to teach those new players that there is a deeper aspect of the game. Teaching them to play a game without resource management is not a great way to introduce resource management. I also think the idea is really one of multiple dials, not some singular, master, resource management dial: HP/Healing dial Magic Item Creation/Availability dial Character Spell/Power dial Gold dial Damage dial Skill dial etc. Each dial "tunable" to the desired 'level' by DMs and Players to suit [I]their[/I] game. Core could (and probably should) have those dials turned closer towards a "simplified" resource management. If you include a simplified Healing mechanic like you suggested for the low resource management, then you have to answer the questions: "What is the high resource management healing mechanic" "How many healing resource management options do we want in between these?" My guess is 1 or 2 modules for any given "system" is all we'll see (core making a 3rd "option). High/Med/Low or High/Low will be the broad choices with "low" being core. That doesn't leave a lot of room for the various options people seem to be wanting (ie the healing hp issues) [/QUOTE]
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I little idea on 5e Core, pacing, and "dailies."
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