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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="tetrasodium" data-source="post: 9780726" data-attributes="member: 93670"><p>A few people spoke positively about spell point variants. I've played with and run games that used it occasionally since the 3.x days(iirc it's default in the 3.x dead lands fork). At no point have I ever seen it result in anything but casters burning all spell points on repeat casting of whatever the highest level slot they could create before declaring themselves totally tapped out and in need of a rest unless the group is cool with them serving in the role of luggage. Every single caster using spell points in every single game with every single player in those roles.</p><p></p><p>Yes it's cool and <em>sounds</em> neat, but it never works out as anything other than the ttrpg equivalent of "privatized gains socialized losses"</p><p></p><p></p><p>Im not sure if you were asking how a draw steel concept would work in d&d earlier or if you were asking how it works narratively in draw steel. I'll try to answer a bit and give some links.</p><p></p><p>The closest analog to a wizard or sorcerer is the elementalist, but it's still very different. Their heroic resource is <a href="https://steelcompendium.io/compendium/backer/Classes/Elementalist/1st-Level%20Features/Essence/" target="_blank">essence</a> . Classes like the conduit talent and maybe null are really too different on some level for a brief summary. When it comes to powers, the elementalist has elemental damage powers that can add DoT-like persistence or knockbacks through various means</p><p></p><p>Essence is gained like this[spoiler]</p><p>Steel Compendium: Draw Steel Rules</p><p>backer</p><p>Essence</p><p></p><p></p><p>11 or lower: 6 fire damage</p><p>12–16: 8 fire damage</p><p>17+: 13 fire damage</p><p>Persistent 1: If the target is within distance at the start of your turn, make a power roll for this ability a</p><p>gain.</p><p></p><p>invigorating growth is another 3 essence cost ability & it does this:</p><p>Mushrooms erupt from a foe, sapping their vitality to spread strengthening spores.</p><p></p><p>Keywords: Attack, Green, Magic, RangedType: Action</p><p>Distance: Ranged 5Target: 1 creature</p><p>Power Roll + Reason:</p><p></p><p>11 or lower: 6 poison damage</p><p>12–16: 9 poison damage</p><p>17+: 14 poison damage</p><p>Effect: The mushrooms can be removed by the target or by an adjacent creature as an action. While the mushrooms are on the target, each of your allies adjacent to the target gains an edge on attacks against them.</p><p></p><p></p><p>Pinch the earth and stare into the abyss are two other 3 essence abilities and there are also some 5 essence abilities that cost 5 essence</p><p></p><p></p><p>Elementalist is (I think?) the only class that uses essence and it has mechanics for gaining it that fit well with the class's narrative fluff+mechanics. Every other class has its own unique resource gained unique class specific ways that fit the class role+narrative fluff</p><p></p><p>Edit<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" />ops copied a menu by accident[/spoiler]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9780726, member: 93670"] A few people spoke positively about spell point variants. I've played with and run games that used it occasionally since the 3.x days(iirc it's default in the 3.x dead lands fork). At no point have I ever seen it result in anything but casters burning all spell points on repeat casting of whatever the highest level slot they could create before declaring themselves totally tapped out and in need of a rest unless the group is cool with them serving in the role of luggage. Every single caster using spell points in every single game with every single player in those roles. Yes it's cool and [I]sounds[/I] neat, but it never works out as anything other than the ttrpg equivalent of "privatized gains socialized losses" Im not sure if you were asking how a draw steel concept would work in d&d earlier or if you were asking how it works narratively in draw steel. I'll try to answer a bit and give some links. The closest analog to a wizard or sorcerer is the elementalist, but it's still very different. Their heroic resource is [URL='https://steelcompendium.io/compendium/backer/Classes/Elementalist/1st-Level%20Features/Essence/']essence[/URL] . Classes like the conduit talent and maybe null are really too different on some level for a brief summary. When it comes to powers, the elementalist has elemental damage powers that can add DoT-like persistence or knockbacks through various means Essence is gained like this[spoiler] Steel Compendium: Draw Steel Rules backer Essence 11 or lower: 6 fire damage 12–16: 8 fire damage 17+: 13 fire damage Persistent 1: If the target is within distance at the start of your turn, make a power roll for this ability a gain. invigorating growth is another 3 essence cost ability & it does this: Mushrooms erupt from a foe, sapping their vitality to spread strengthening spores. Keywords: Attack, Green, Magic, RangedType: Action Distance: Ranged 5Target: 1 creature Power Roll + Reason: 11 or lower: 6 poison damage 12–16: 9 poison damage 17+: 14 poison damage Effect: The mushrooms can be removed by the target or by an adjacent creature as an action. While the mushrooms are on the target, each of your allies adjacent to the target gains an edge on attacks against them. Pinch the earth and stare into the abyss are two other 3 essence abilities and there are also some 5 essence abilities that cost 5 essence Elementalist is (I think?) the only class that uses essence and it has mechanics for gaining it that fit well with the class's narrative fluff+mechanics. Every other class has its own unique resource gained unique class specific ways that fit the class role+narrative fluff Edit:oops copied a menu by accident[/spoiler] [/QUOTE]
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