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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="Tony Vargas" data-source="post: 5962506" data-attributes="member: 996"><p>Nod. I tend to think in analytic terms, so reducing something to the simplest case as a starting point is natural. But I see the point. I do think starting without resource management /is/ a good introduction to resource management, because it'll have players wondering about such things. How is my character healing between encounters? Can't I do anything besides swing a sword or shoot a magic missile? Why /yes/, next module...</p><p></p><p>But, I could also see core having resources (beyond hps), just not anything as pacing-enforcing as 'daily' resources. Encounter still strikes me as the purest resource management period to start with. It's the smallest unit you can have, so the least issue of needing to track resources from one session to the next, and the simplest to grasp. You could give characters abilities that they only get to use once in a given battle. Like a fire-and-forget spell or an Action Point or a spectacular move or grenade-like magic item. </p><p></p><p>As you go up levels, you get more such resources. And, the DM can adjust the 'dial' to fit his campaign pacing, from Encounter, to Day, to Story or whatever calibration our crack design team decides is best.</p><p></p><p>But, I think rather than picking one setting on that dial to be the official 'core' starting point (and thus, perhaps, in some edition-warriors' minds, create the impression that 5e is 'just edition X'), starting with no resource management would A) make core style/pacing neutral (edition war Switzerland) and B) focus new players on the novel experience of roleplaying and upon learning the mechanics of the game.</p><p></p><p></p><p></p><p><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.</p><p></p><p>I also think the idea is really one of multiple dials, not some singular, master, resource management dial</p></blockquote><p>I'd picture multiple dials, certainly but I think all re-charging resources should recharge on the same dial. That is, if hps recover after every encounter, and barbarian rage and magic-item use every day, then spells shouldn't be recovered only at the end of the Adventure. Or, if it only takes few hours to recover all your spells, it shouldn't take 4 weeks to recover all your hit points. That would wildly throw things off. Whereas, if everything stays on the same schedule, the various resources can all be balanced relative to eachother.</p><p>[/QUOTE]</p>
[QUOTE="Tony Vargas, post: 5962506, member: 996"] Nod. I tend to think in analytic terms, so reducing something to the simplest case as a starting point is natural. But I see the point. I do think starting without resource management /is/ a good introduction to resource management, because it'll have players wondering about such things. How is my character healing between encounters? Can't I do anything besides swing a sword or shoot a magic missile? Why /yes/, next module... But, I could also see core having resources (beyond hps), just not anything as pacing-enforcing as 'daily' resources. Encounter still strikes me as the purest resource management period to start with. It's the smallest unit you can have, so the least issue of needing to track resources from one session to the next, and the simplest to grasp. You could give characters abilities that they only get to use once in a given battle. Like a fire-and-forget spell or an Action Point or a spectacular move or grenade-like magic item. As you go up levels, you get more such resources. And, the DM can adjust the 'dial' to fit his campaign pacing, from Encounter, to Day, to Story or whatever calibration our crack design team decides is best. But, I think rather than picking one setting on that dial to be the official 'core' starting point (and thus, perhaps, in some edition-warriors' minds, create the impression that 5e is 'just edition X'), starting with no resource management would A) make core style/pacing neutral (edition war Switzerland) and B) focus new players on the novel experience of roleplaying and upon learning the mechanics of the game. [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. I also think the idea is really one of multiple dials, not some singular, master, resource management dial[/quote]I'd picture multiple dials, certainly but I think all re-charging resources should recharge on the same dial. That is, if hps recover after every encounter, and barbarian rage and magic-item use every day, then spells shouldn't be recovered only at the end of the Adventure. Or, if it only takes few hours to recover all your spells, it shouldn't take 4 weeks to recover all your hit points. That would wildly throw things off. Whereas, if everything stays on the same schedule, the various resources can all be balanced relative to eachother. [/QUOTE]
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I little idea on 5e Core, pacing, and "dailies."
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