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Community
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Let's Talk About Character Resources To Power Abilities
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<blockquote data-quote="payn" data-source="post: 9878168" data-attributes="member: 90374"><p>Coming late, but better than never! </p><p></p><p>I like both systems that have resource management and those that dont. Typically, the resource RPGs are more crunchy and the management part leans heavily on playing the game side of RPG. For example, the adventuring day is an idea that you have a finite amount of time to face the challenges before you. Other RPGs aim for managing the encounter, which is whatever a single challenge happens to be. Finally, there are more narratively driven games that cut the bean counting down to as much abstraction as possible. In the latter sense, its to keep the game lite and move it forward on what folks want to focus on. </p><p></p><p>As I mentioned, I like both types. Where I think trouble brews is when the design has cheats out of how the system ought to work. See all the spell in a can stuff from 3E. Though, I also think trying to mix an adventure day with an encounters design is gonna be an issue. We see a lot of chat about this in 5E and PF2 the fantasy leaders in the RPG space. </p><p></p><p>I think folks will often point to D&D as a bad example. I think it suffers from a few issues. The big one being its the first popular RPG out of the gate and has been around 50+ years. RPGs have evolved and D&D has a lot of legacy attached to it. Though, I think it also has some innovative ideas mixed in that might get tossed with the bathwater. Second, being the big daddy of RPGs, D&D is tasked with doing a lot of things for a lot of people. That means the design is often taxed in ways that folks are gonna find specifically unsuitable. Thats the nature of a generally designed system.</p><p></p><p>For a system that I thinks works well in an mix of modern design with old school feel is <em>Forbidden Lands</em>. Its reliance on torches, waterskins, and food rations, but managed via supply dice is slick. It allows for both counting beans but doing so in a fast and efficient manner as to not slow the game down. </p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" /></p></blockquote><p></p>
[QUOTE="payn, post: 9878168, member: 90374"] Coming late, but better than never! I like both systems that have resource management and those that dont. Typically, the resource RPGs are more crunchy and the management part leans heavily on playing the game side of RPG. For example, the adventuring day is an idea that you have a finite amount of time to face the challenges before you. Other RPGs aim for managing the encounter, which is whatever a single challenge happens to be. Finally, there are more narratively driven games that cut the bean counting down to as much abstraction as possible. In the latter sense, its to keep the game lite and move it forward on what folks want to focus on. As I mentioned, I like both types. Where I think trouble brews is when the design has cheats out of how the system ought to work. See all the spell in a can stuff from 3E. Though, I also think trying to mix an adventure day with an encounters design is gonna be an issue. We see a lot of chat about this in 5E and PF2 the fantasy leaders in the RPG space. I think folks will often point to D&D as a bad example. I think it suffers from a few issues. The big one being its the first popular RPG out of the gate and has been around 50+ years. RPGs have evolved and D&D has a lot of legacy attached to it. Though, I think it also has some innovative ideas mixed in that might get tossed with the bathwater. Second, being the big daddy of RPGs, D&D is tasked with doing a lot of things for a lot of people. That means the design is often taxed in ways that folks are gonna find specifically unsuitable. Thats the nature of a generally designed system. For a system that I thinks works well in an mix of modern design with old school feel is [I]Forbidden Lands[/I]. Its reliance on torches, waterskins, and food rations, but managed via supply dice is slick. It allows for both counting beans but doing so in a fast and efficient manner as to not slow the game down. (y) [/QUOTE]
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