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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Jonathan Tweet: Third Edition and Per-Day Spells
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<blockquote data-quote="RangerWickett" data-source="post: 7926491" data-attributes="member: 63"><p>A design conceit I don't see often in tabletop RPGs is the "super meter," a la fighting games.</p><p></p><p>In every edition of D&D except 4th, wizards open with their best spells. And in 5e, fighters will throw their superiority dice as quickly as possible, because the best way to win a fight is usually to pour as much damage into each enemy as necessary to remove them from the field as quickly as possible.</p><p></p><p>But in fighting games, you'll often start with a variety of attacks to probe your opponent's fighting style. You don't just use your strongest attack, because sometimes there isn't an opening to pull it off. And the whole time, you slowly charge up a super meter, and when the moment is right, you unleash an amazing attack that looks ultra cool.</p><p></p><p>Now obviously in a tabletop game, we don't want combats to take forever, so we have to balance complexity with speed of play. It's really hard to design a system that can make something other than "do damage" be a valid use of your turn without <em>also</em> making combat take forever. (I think I've cracked that nut, though; I just need to put my rules down on paper.)</p><p></p><p>Still, it'd be cool to see more super meter systems. </p><p></p><p>Pathfinder had something sorta like this with the Kineticist. You could spend an action to 'gather power,' and then your attack on the next turn would be stronger. In practice, though, it was almost never tactically viable to spend a whole turn powering up.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7926491, member: 63"] A design conceit I don't see often in tabletop RPGs is the "super meter," a la fighting games. In every edition of D&D except 4th, wizards open with their best spells. And in 5e, fighters will throw their superiority dice as quickly as possible, because the best way to win a fight is usually to pour as much damage into each enemy as necessary to remove them from the field as quickly as possible. But in fighting games, you'll often start with a variety of attacks to probe your opponent's fighting style. You don't just use your strongest attack, because sometimes there isn't an opening to pull it off. And the whole time, you slowly charge up a super meter, and when the moment is right, you unleash an amazing attack that looks ultra cool. Now obviously in a tabletop game, we don't want combats to take forever, so we have to balance complexity with speed of play. It's really hard to design a system that can make something other than "do damage" be a valid use of your turn without [i]also[/i] making combat take forever. (I think I've cracked that nut, though; I just need to put my rules down on paper.) Still, it'd be cool to see more super meter systems. Pathfinder had something sorta like this with the Kineticist. You could spend an action to 'gather power,' and then your attack on the next turn would be stronger. In practice, though, it was almost never tactically viable to spend a whole turn powering up. [/QUOTE]
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Jonathan Tweet: Third Edition and Per-Day Spells
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