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General Tabletop Discussion
*Dungeons & Dragons
Martial/Caster fix.
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<blockquote data-quote="Muh" data-source="post: 9589562" data-attributes="member: 7042567"><p>But this <em>is</em> a design problem imo.</p><p></p><p>The design requires the GM to run adventures in a non-natural way in order to prevent one class type from dominating, simply because the attrition model is weak.</p><p></p><p>In a better designed system the pacing of encounters should be something that impacts every player character. No particular class should be more or less punished by choosing not to rest.</p><p></p><p>Just to make it clear: I actually agree with what you are saying that it is possible to avoid the problems by playing in a particular way, but I think the system would benefit if you redesigned it so this wasn't a necessity.</p><p></p><p></p><p>Yeah I think this is a situation where we are probably playing in entirely different campaign styles.</p><p></p><p>The (very long) campaign I have played in involved mostly city adventures and overland travel and very few dungeons.</p><p></p><p></p><p>The easy way is to make standard attacks and cantrips weaker (!) and then give martial characters daily abilities which pack extra punch...</p><p></p><p>But you can also look at other systems for inspiration.</p><ul> <li data-xf-list-type="ul">In Lancer, almost everything you can do is at will. With only a few abilities per "class" being once-per-mission.</li> <li data-xf-list-type="ul">In Dragonbane, most abilities use a will power resource with a uniform recovery.</li> <li data-xf-list-type="ul">In Call of Cthulhu, all "abilities" are at will, but you can be limited by ammo and such.</li> <li data-xf-list-type="ul">In Triangle Agency, everything uses the same resource</li> </ul><p>The problem is easily solvable, but I suspect there will be incredible amounts of backlash against any attempts at modernising the system.</p></blockquote><p></p>
[QUOTE="Muh, post: 9589562, member: 7042567"] But this [I]is[/I] a design problem imo. The design requires the GM to run adventures in a non-natural way in order to prevent one class type from dominating, simply because the attrition model is weak. In a better designed system the pacing of encounters should be something that impacts every player character. No particular class should be more or less punished by choosing not to rest. Just to make it clear: I actually agree with what you are saying that it is possible to avoid the problems by playing in a particular way, but I think the system would benefit if you redesigned it so this wasn't a necessity. Yeah I think this is a situation where we are probably playing in entirely different campaign styles. The (very long) campaign I have played in involved mostly city adventures and overland travel and very few dungeons. The easy way is to make standard attacks and cantrips weaker (!) and then give martial characters daily abilities which pack extra punch... But you can also look at other systems for inspiration. [LIST] [*]In Lancer, almost everything you can do is at will. With only a few abilities per "class" being once-per-mission. [*]In Dragonbane, most abilities use a will power resource with a uniform recovery. [*]In Call of Cthulhu, all "abilities" are at will, but you can be limited by ammo and such. [*]In Triangle Agency, everything uses the same resource [/LIST] The problem is easily solvable, but I suspect there will be incredible amounts of backlash against any attempts at modernising the system. [/QUOTE]
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