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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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<blockquote data-quote="tetrasodium" data-source="post: 9230249" data-attributes="member: 93670"><p>Short rests are a 5e thing (4e too kinda) There is no analog until you really start stretching to count the d&d equivalent of casting cure wounds between combats as a "rest". Post 568 was talking about action economy being a thing in combat but not between combats. Spending a recovery in or out of combat still consumes a recovery regardless of the action economy. </p><p> </p><p></p><p></p><p>The class specific resources are talked about in one of the recent videos I think it was. The point is that you get them for doing stuff that fits your class rather than trying to fit each class to a one size fits all thing. Victories often grant a certain amount of points in that pool at the start of combat but the resources are consumed not the victories. Here are a couple examples using the level one PCs included with me trying to rephrase rather than just quoting a bunch of stuff in isolation...</p><ul> <li data-xf-list-type="ul">The conduit is a cleric/priest type class that has two resources (one for allies one for enemies), some of their abilities use one & some the other. At the start of a combat their combined total of those two resources is equal to victories but they also have the abilities to gain more of those resources during combat by prayer. Obviously they are far more capable in combat if they have a hypothetical 10 victories they could use to start with one of 5/5 6/4 7/3 8/2 9/1 or 10/0 in their resource pool. At the end of combat their resource pool resets to zero & hopefully they now have 11 victories rather than still being at 10 while glad they got away.</li> <li data-xf-list-type="ul">The fury is a barbarian/berserker type class who has fury as a resource. They get fury equal to victories at the start of combat plus an additional 1d4 of it each round. Right off the bat they get some buff like benefits based on how much rage they have. Beyond that they have two abilities that cost a set amount of rage plus a triggered action that can be used as is or with a some rage consumption for extra dice. Again rage pool resets to zero after combat ends, having more victories is obviously going to be starting the fury off combats with a larger rage pool.</li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 9230249, member: 93670"] Short rests are a 5e thing (4e too kinda) There is no analog until you really start stretching to count the d&d equivalent of casting cure wounds between combats as a "rest". Post 568 was talking about action economy being a thing in combat but not between combats. Spending a recovery in or out of combat still consumes a recovery regardless of the action economy. The class specific resources are talked about in one of the recent videos I think it was. The point is that you get them for doing stuff that fits your class rather than trying to fit each class to a one size fits all thing. Victories often grant a certain amount of points in that pool at the start of combat but the resources are consumed not the victories. Here are a couple examples using the level one PCs included with me trying to rephrase rather than just quoting a bunch of stuff in isolation... [LIST] [*]The conduit is a cleric/priest type class that has two resources (one for allies one for enemies), some of their abilities use one & some the other. At the start of a combat their combined total of those two resources is equal to victories but they also have the abilities to gain more of those resources during combat by prayer. Obviously they are far more capable in combat if they have a hypothetical 10 victories they could use to start with one of 5/5 6/4 7/3 8/2 9/1 or 10/0 in their resource pool. At the end of combat their resource pool resets to zero & hopefully they now have 11 victories rather than still being at 10 while glad they got away. [*]The fury is a barbarian/berserker type class who has fury as a resource. They get fury equal to victories at the start of combat plus an additional 1d4 of it each round. Right off the bat they get some buff like benefits based on how much rage they have. Beyond that they have two abilities that cost a set amount of rage plus a triggered action that can be used as is or with a some rage consumption for extra dice. Again rage pool resets to zero after combat ends, having more victories is obviously going to be starting the fury off combats with a larger rage pool. [/LIST] [/QUOTE]
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