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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="TwoSix" data-source="post: 7926527" data-attributes="member: 205"><p>Honestly, I think most of the tools already exist in the 5e framework; you simply need to dump neo-Vancian casting to achieve this (which is probably a bridge too far in traditional D&D).</p><p></p><p>1) Make deployable offensive and defensive resources a shallow pool, but charge more quickly. The warlock is our model here, or the fighter or monk. Short rest resources primarily, or once per encounter. (Regain 1 dice on initiative is per-encounter in all but name, and a concept like "regain focus" or "take a breather" taking 1 minute can easily be put into the system and fulfills both simulationist and gamist agendas.) </p><p></p><p>Ideally, the goal here is what you bring into a fight on offense is roughly the same in any fight, although a chain of quick fights can become difficult quickly. </p><p></p><p>2) Long-rest resources are used for restoration and repair, or for non-combat utility. Leveraging the ritual system is particularly useful, and could use expansion.</p><p></p><p>3) Short rests keep the PCs in fighting shape, but cause weariness (Spend Hit Dice to regain hit points). Long rests alleviate weariness (Restore Hit Die). Out-of-combat healing magic should be tightly constrained to reinforce this loop.</p><p></p><p>4) Deeper attrition is handled by consumables. Going into a dungeon where you might not be able to long rest requires preparation in the form of healing potions and utility scrolls. Access to this function is constrained either by tight financial constraints for a simulationist agenda (potions cost money and special reagents, the best source of money and reagents is found in the more dangerous places) or by metagame currency for a gamist agenda (replace money with a metagame currency like XP).</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7926527, member: 205"] Honestly, I think most of the tools already exist in the 5e framework; you simply need to dump neo-Vancian casting to achieve this (which is probably a bridge too far in traditional D&D). 1) Make deployable offensive and defensive resources a shallow pool, but charge more quickly. The warlock is our model here, or the fighter or monk. Short rest resources primarily, or once per encounter. (Regain 1 dice on initiative is per-encounter in all but name, and a concept like "regain focus" or "take a breather" taking 1 minute can easily be put into the system and fulfills both simulationist and gamist agendas.) Ideally, the goal here is what you bring into a fight on offense is roughly the same in any fight, although a chain of quick fights can become difficult quickly. 2) Long-rest resources are used for restoration and repair, or for non-combat utility. Leveraging the ritual system is particularly useful, and could use expansion. 3) Short rests keep the PCs in fighting shape, but cause weariness (Spend Hit Dice to regain hit points). Long rests alleviate weariness (Restore Hit Die). Out-of-combat healing magic should be tightly constrained to reinforce this loop. 4) Deeper attrition is handled by consumables. Going into a dungeon where you might not be able to long rest requires preparation in the form of healing potions and utility scrolls. Access to this function is constrained either by tight financial constraints for a simulationist agenda (potions cost money and special reagents, the best source of money and reagents is found in the more dangerous places) or by metagame currency for a gamist agenda (replace money with a metagame currency like XP). [/QUOTE]
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General Tabletop Discussion
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Jonathan Tweet: Third Edition and Per-Day Spells
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