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Community
General Tabletop Discussion
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Let's Talk About Character Resources To Power Abilities
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<blockquote data-quote="RenleyRenfield" data-source="post: 9877374" data-attributes="member: 7044197"><p>Yes! This is 100% correct and certainly one of the aspects I am driving at there. </p><p></p><p>I think a lot of this gets into holistic game design, and we atomize it only to consider each item's individual weight on gameplay and playloops. </p><p></p><p>By that I mean, to support fun stuff like what [USER=3400]@billd91[/USER] mentioned, the rest of the game rules and GM principles - some game systems do better than others for keeping characters 'functional' when these assets are spent. And that is likely where sometimes the rub comes in. </p><p></p><p>Let's look at how D&D knew it has a few interaction loops that were stalled, and altered it for this exact consideration: wizards and attacks. </p><p></p><p>D&D was so harsh about when and how many spells you got that it was at times not a very interactive character to be a caster, because once you spend your precious 1 to 3 attack spells, you were done - for like the whole day. The way spells came back used to be quite time consuming. So players held off, held back, did <em>nothing </em>- to be strategic in spell use. NOW... 5e has a generic 'magic attack' a spellcaster can use, to do at least a little thing, a simple attack - ever single round. And they expanded the use and function of cantrips. = these were 100% commented by D&D designers as "answer to the do nothing wizard" issue. And the game is better for it. </p><p></p><p>So yeah, there are all kinds of interlocking reasons for why a game may chose a way to use resources, and then even override their rule for base character interaction. Not to hyper focus on D&D, just a short example of how this is a thing that is noticed and thought about. <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="RenleyRenfield, post: 9877374, member: 7044197"] Yes! This is 100% correct and certainly one of the aspects I am driving at there. I think a lot of this gets into holistic game design, and we atomize it only to consider each item's individual weight on gameplay and playloops. By that I mean, to support fun stuff like what [USER=3400]@billd91[/USER] mentioned, the rest of the game rules and GM principles - some game systems do better than others for keeping characters 'functional' when these assets are spent. And that is likely where sometimes the rub comes in. Let's look at how D&D knew it has a few interaction loops that were stalled, and altered it for this exact consideration: wizards and attacks. D&D was so harsh about when and how many spells you got that it was at times not a very interactive character to be a caster, because once you spend your precious 1 to 3 attack spells, you were done - for like the whole day. The way spells came back used to be quite time consuming. So players held off, held back, did [I]nothing [/I]- to be strategic in spell use. NOW... 5e has a generic 'magic attack' a spellcaster can use, to do at least a little thing, a simple attack - ever single round. And they expanded the use and function of cantrips. = these were 100% commented by D&D designers as "answer to the do nothing wizard" issue. And the game is better for it. So yeah, there are all kinds of interlocking reasons for why a game may chose a way to use resources, and then even override their rule for base character interaction. Not to hyper focus on D&D, just a short example of how this is a thing that is noticed and thought about. :) [/QUOTE]
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