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Community
General Tabletop Discussion
*TTRPGs General
New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="Wardo" data-source="post: 3354602" data-attributes="member: 31584"><p>I'm of two minds when it comes to per-encounter balance.</p><p></p><p>On the one hand, I still remember playing my first wizard and asking, "What do I do after I cast this spell?" I'd like magical characters to be able to stay magical throughout the day.</p><p></p><p>On the other hand, the other game I play currently in Mutants and Masterminds, which is a great game, and is definitely 100% per-encounter balanced, with everyone basically being Warlocks. But I find this leads to all the PCs feeling kind of "samey" - the main difference between a fighter type and a wizard type is that one has to walk up to his enemy before he does his thing. I enjoy M&M, but I still play D&D because I feel its a distinct gaming experience. I like resource management, I like being worn down. But I hate resting every three hours.</p><p></p><p>I think reserve feats are a good middle point. You have access to real flash, but you have to conserve it to maintain your staying power. I've also found that at low levels, days last a lot longer if you just hand your wizards and sorcerors a free wand of the most appropriate combat cantrip. This also saves them from their crossbow.</p><p></p><p>Maybe there's another compromise-style solution, where at a certain point, entire spell levels become infinite uses per day. Or maybe the character can pick one spell they know to become infinite (from the max level they can cast minus 2 or something) each time they gain a new spell level. I'm sure there's spells where this is abusive (cure anything, for example) - but maybe it's a starting point.</p></blockquote><p></p>
[QUOTE="Wardo, post: 3354602, member: 31584"] I'm of two minds when it comes to per-encounter balance. On the one hand, I still remember playing my first wizard and asking, "What do I do after I cast this spell?" I'd like magical characters to be able to stay magical throughout the day. On the other hand, the other game I play currently in Mutants and Masterminds, which is a great game, and is definitely 100% per-encounter balanced, with everyone basically being Warlocks. But I find this leads to all the PCs feeling kind of "samey" - the main difference between a fighter type and a wizard type is that one has to walk up to his enemy before he does his thing. I enjoy M&M, but I still play D&D because I feel its a distinct gaming experience. I like resource management, I like being worn down. But I hate resting every three hours. I think reserve feats are a good middle point. You have access to real flash, but you have to conserve it to maintain your staying power. I've also found that at low levels, days last a lot longer if you just hand your wizards and sorcerors a free wand of the most appropriate combat cantrip. This also saves them from their crossbow. Maybe there's another compromise-style solution, where at a certain point, entire spell levels become infinite uses per day. Or maybe the character can pick one spell they know to become infinite (from the max level they can cast minus 2 or something) each time they gain a new spell level. I'm sure there's spells where this is abusive (cure anything, for example) - but maybe it's a starting point. [/QUOTE]
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New Design Paradigms - What are they and are they good or bad?
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