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<blockquote data-quote="Cruentus" data-source="post: 9062959" data-attributes="member: 7034645"><p>If I’m reading these correctly, the friction is between a game featuring “resource management/depletion” compared to one featuring “NOVA”. And I think, from a design perspective, you have to choose one or the other. </p><p></p><p>If you want every fight to be a boss fight, then you’re working on a NOVA principle. The problem with this is there is then no reason to fight ”lesser” enemies. They don’t deplete resources cause you can just 5 minute rest em back, or whatever mechanism the game provides. Which is fine, but to me, boring.</p><p></p><p>If you want to have fights that deplete resources before hitting the boss fight, then you’re designing for resource management. You have to most likely either have ”enough” slots for the character to have to use them judiciously throughout the adventuring day, or not offer the ability to recover resources except at certain points (havens, town, etc.).</p><p></p><p>edit: at the time, I thought that the “convert SR abilities into X times per day based on PB” was an interesting variant, but like everything else, I found that there were too many cases where it didn’t make sense or had carry on effects that really show that 5e, while simple, isn’t that easy to hack. And partly why I gave up on it. </p><p></p><p>I don’t think the two can really co-exist. We’re in that space now - certain classes rely on different rest cycles than other classes. Adventure design is based on particular assumptions about numbers or rests and how depleted the party might be. 4e has all classes using the same cycle and folks complained (“too samey”). 5e has different rates, and people complain. Up until 3e it was all long rests, and I’ll guess people complained? Oh, right, the 5mWD was a big one. </p><p></p><p>I’m also not sure what the answer is, but I think 2024 will not thread the needle, and will instead throw more bells, whistles, and buttons into the mix where people will be happy with “more power” and “more things to do”, but it won’t address the underlying issue. I prefer all long rest mechanics, but since I play older editions of DnD, that’s the default, and we also have a lot less levers and buttons. All IMHO, YMMV, your table may play differently, etc., etc.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9062959, member: 7034645"] If I’m reading these correctly, the friction is between a game featuring “resource management/depletion” compared to one featuring “NOVA”. And I think, from a design perspective, you have to choose one or the other. If you want every fight to be a boss fight, then you’re working on a NOVA principle. The problem with this is there is then no reason to fight ”lesser” enemies. They don’t deplete resources cause you can just 5 minute rest em back, or whatever mechanism the game provides. Which is fine, but to me, boring. If you want to have fights that deplete resources before hitting the boss fight, then you’re designing for resource management. You have to most likely either have ”enough” slots for the character to have to use them judiciously throughout the adventuring day, or not offer the ability to recover resources except at certain points (havens, town, etc.). edit: at the time, I thought that the “convert SR abilities into X times per day based on PB” was an interesting variant, but like everything else, I found that there were too many cases where it didn’t make sense or had carry on effects that really show that 5e, while simple, isn’t that easy to hack. And partly why I gave up on it. I don’t think the two can really co-exist. We’re in that space now - certain classes rely on different rest cycles than other classes. Adventure design is based on particular assumptions about numbers or rests and how depleted the party might be. 4e has all classes using the same cycle and folks complained (“too samey”). 5e has different rates, and people complain. Up until 3e it was all long rests, and I’ll guess people complained? Oh, right, the 5mWD was a big one. I’m also not sure what the answer is, but I think 2024 will not thread the needle, and will instead throw more bells, whistles, and buttons into the mix where people will be happy with “more power” and “more things to do”, but it won’t address the underlying issue. I prefer all long rest mechanics, but since I play older editions of DnD, that’s the default, and we also have a lot less levers and buttons. All IMHO, YMMV, your table may play differently, etc., etc. [/QUOTE]
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