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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="Crazy Jerome" data-source="post: 5963200" data-attributes="member: 54877"><p>Now having read the rest of the topic, I'll also add that players like to find stuff that matters. It's easier for stuff to matter when you have low-powered resources that have several but not infinite uses. </p><p> </p><p>Think about it like this. If healing potions cure 1d8+5 hit points, are always usable, and 1st level characters start with about 12-16 hit points, then finding one is a big deal. The DM can't hand them out freely, or they start to not matter. If the party misses one, it could hurt later.</p><p> </p><p>OTOH, if characters have 16-20 hit points, while basic healing potions cure 1d4+1 hit points, and you can only carry so many (because of weight of the container or whatever), then the DM can hand them out more freely. Some of them can get used up by opponents, broken, missed in the treasure behind the idol, etc... because you can hand out 12 in the adventure knowing that the party will find 6-8 of them. And if they get slightly more or less, it will still work.</p><p> </p><p>In the same way, finding a gem that lets you recharge a couple of charges in your 8 charge <em>wand of slightly hotter flame</em> is less extreme than finding or missing that scroll of 5d6 <em>fireball</em>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5963200, member: 54877"] Now having read the rest of the topic, I'll also add that players like to find stuff that matters. It's easier for stuff to matter when you have low-powered resources that have several but not infinite uses. Think about it like this. If healing potions cure 1d8+5 hit points, are always usable, and 1st level characters start with about 12-16 hit points, then finding one is a big deal. The DM can't hand them out freely, or they start to not matter. If the party misses one, it could hurt later. OTOH, if characters have 16-20 hit points, while basic healing potions cure 1d4+1 hit points, and you can only carry so many (because of weight of the container or whatever), then the DM can hand them out more freely. Some of them can get used up by opponents, broken, missed in the treasure behind the idol, etc... because you can hand out 12 in the adventure knowing that the party will find 6-8 of them. And if they get slightly more or less, it will still work. In the same way, finding a gem that lets you recharge a couple of charges in your 8 charge [I]wand of slightly hotter flame[/I] is less extreme than finding or missing that scroll of 5d6 [I]fireball[/I]. :) [/QUOTE]
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*Dungeons & Dragons
I little idea on 5e Core, pacing, and "dailies."
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