Voadam
Legend
I don't like the rounds per day mechanics (rage/bard song).
I like a lot of the rage powers, but I didn't want barbarians to go more mechanically fiddly. With raging per round resource management decisions are now on a round to round basis instead of a binary rage/don't rage basis. Plus you can have three sets of modifiers going in three rounds now (round 1 normal, round 2 raged, round 3 fatigued). When I want to play someone who shouts a war cry and dives into combat swinging an axe I personally don't want to stop and consider number allocations and do mechanical recalculations round to round.
Round per day mechanics means you now get to consider not just how many encounters you expect in a day, but the number of rounds you expect each of them to last. And the classes with round/day stuff get less effective the longer the fights go on.
I expect fights to go from few rounds to signficantly long with plenty of variation. Our end fight prepped assault at the end of a module against a prepared and defended theurge vampire went on for more than 30 rounds. Others are over in three or less rounds.
I'll do the math comparison later and see if there are just as many rounds of raging and bard song now as in 3e, maybe it will work out to the same total duration per day with fewer lost rounds due to fights ending earlier than power durations. Maybe that was their goal with that mechanic.
I can see the sim appeal of having fatigue coming after rage and using it as a mechanical balancing factor plus turning the decisions of when to rage as well as when to stop raging (which incurs the immediate double duration fatigue) into significant tactical decisions. I just prefer a more mechanically and tactically simple model for playing the barbarian warrior concept in D&D.
I would have preferred to see bards at least go to songs lasting fully per encounter and for barbarians to not be so mechanically number fiddly.
I like a lot of the rage powers, but I didn't want barbarians to go more mechanically fiddly. With raging per round resource management decisions are now on a round to round basis instead of a binary rage/don't rage basis. Plus you can have three sets of modifiers going in three rounds now (round 1 normal, round 2 raged, round 3 fatigued). When I want to play someone who shouts a war cry and dives into combat swinging an axe I personally don't want to stop and consider number allocations and do mechanical recalculations round to round.
Round per day mechanics means you now get to consider not just how many encounters you expect in a day, but the number of rounds you expect each of them to last. And the classes with round/day stuff get less effective the longer the fights go on.
I expect fights to go from few rounds to signficantly long with plenty of variation. Our end fight prepped assault at the end of a module against a prepared and defended theurge vampire went on for more than 30 rounds. Others are over in three or less rounds.
I'll do the math comparison later and see if there are just as many rounds of raging and bard song now as in 3e, maybe it will work out to the same total duration per day with fewer lost rounds due to fights ending earlier than power durations. Maybe that was their goal with that mechanic.
I can see the sim appeal of having fatigue coming after rage and using it as a mechanical balancing factor plus turning the decisions of when to rage as well as when to stop raging (which incurs the immediate double duration fatigue) into significant tactical decisions. I just prefer a more mechanically and tactically simple model for playing the barbarian warrior concept in D&D.
I would have preferred to see bards at least go to songs lasting fully per encounter and for barbarians to not be so mechanically number fiddly.