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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="TwoSix" data-source="post: 5962770" data-attributes="member: 205"><p>Hmm. I'd actually argue the "purest" form of resource management is the resource that doesn't recharge at all, the consumable. </p><p></p><p>Maybe 1st level characters don't have any recharge abilities. They can swing their sword, or shoot their crossbow. Everybody has a few healing potions given to them by the village alchemist. The casters have some scrolls in their bags. They can make more when they go back to the village, but the magic ink and magic paper cost gold. </p><p></p><p>I like this approach for new players, because it suggests a story line right off the bat. </p><p></p><p>"Ow, those goblins who found us really hurt me. What can I do?"</p><p></p><p>"Well, you can go back to town and rest for a week, all your HPs will come back. Or you can drink your healing potion."</p><p></p><p>"But I only have 3 potions, and they cost 10 gold each back at the village."</p><p></p><p>"Those goblins you fought have 50 silver in their pockets, that's 5 gold right there. Plus you got enough experience that you're almost halfway to level 2. Maybe find some goblins? And use that <em>sleep</em> scroll next time, Jim, so Dave doesn't get hit quite so much."</p><p></p><p>Somewhat ironically, if you want to see how to introduce newer gamers to D&D, look to MMOs. In MMOs, the first levels go quickly, you don't have very many abilities, and <strong>they don't have cooldowns</strong>.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 5962770, member: 205"] Hmm. I'd actually argue the "purest" form of resource management is the resource that doesn't recharge at all, the consumable. Maybe 1st level characters don't have any recharge abilities. They can swing their sword, or shoot their crossbow. Everybody has a few healing potions given to them by the village alchemist. The casters have some scrolls in their bags. They can make more when they go back to the village, but the magic ink and magic paper cost gold. I like this approach for new players, because it suggests a story line right off the bat. "Ow, those goblins who found us really hurt me. What can I do?" "Well, you can go back to town and rest for a week, all your HPs will come back. Or you can drink your healing potion." "But I only have 3 potions, and they cost 10 gold each back at the village." "Those goblins you fought have 50 silver in their pockets, that's 5 gold right there. Plus you got enough experience that you're almost halfway to level 2. Maybe find some goblins? And use that [I]sleep[/I] scroll next time, Jim, so Dave doesn't get hit quite so much." Somewhat ironically, if you want to see how to introduce newer gamers to D&D, look to MMOs. In MMOs, the first levels go quickly, you don't have very many abilities, and [B]they don't have cooldowns[/B]. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I little idea on 5e Core, pacing, and "dailies."
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