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New Spellcasting Blocks for Monsters --- Why?!
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<blockquote data-quote="Voadam" data-source="post: 8666543" data-attributes="member: 2209"><p>It would be fairly rare for someone narratively or as a player to make a plan that has to take into account resource management limits of a martial power. The most likely one that I can think of that could come up would be an ammunition type of limitation. Second Wind and Action Surge are limited resources but not the kind of thing you would in world say "put on the gas here". Mostly martial powers are not utility powers narratively distinct from things a character could normally do that will get involved in PC planning. Getting advantage on athletics checks from a martial power is not generally narratively distinct from being good at athletics checks from a high proficiency bonus or a high strength bonus.</p><p></p><p>Most magical powers and their limits show up narratively distinct. Fly is usually narratively different from athletics check climbing. Magic can be reskinned to obscure the resource management aspects, but it is more work to do so than for most martial powers.</p><p></p><p>If a plan involves using webs as safety nets it would be a different planning conversation if the character knew about their slot limits or if they believed the caster just often fails at casting coincidentally and unknowingly in line with the slot system slots being expended. The latter can lead to a disconnect of in-character planning versus out of character planning, or scrapping reasonable out of character planning to accommodate the in-character knowledge paradigm.</p><p></p><p>At the planning stage if someone comes up with a safety net web plan for the whole party jumping out of the top of a tower and the mage said it was not up to him whether the conditions were right or not to cast it when they came out I think most would then go with a different plan. If instead he said he just had to remember to keep one second level slot open the party would probably go with the plan and remind the mage to not expend all his second level slots.</p><p></p><p>It is possible to do the obscured magical knowledge method and have the character coincidentally not expend a second level slot so they can enact the plan later while never verbalizing that intention or in-character considering slot resource management, but that can be work and have a disconnect of in-character and out of character stuff that can be an inhibition to immersion.</p><p></p><p>All things being equal I would generally not advise doing it as a default as it would generally be work for no real return, but go for it if you want to achieve a specific goal. If for example you think it would be fun to play out a nervous mage who fails a lot, or if you want to avoid talking about slots in character, then that is a way to get there.</p><p></p><p>In my 5e game there is a PC robot artificer and we are using a bit of a Mage the Ascension technocracy paradigm for his magic so he in character does not think of it as magic and his arficier magic manifests as tech super device such as levitate rocket boots or levitate antigrav platforms for pushing Han Solo in carbonite. In my last session they were discussing crazy plans for using these to get over a wall into a compound and so the resource limits of the options came up. It is effort to reskin things and make the resource management model and rules of magic work in a tech paradigm, but we are achieving the desired aesthetic goal in a bunch of ways and enjoying it so we do it.</p><p></p><p>In contrast when I played a martial 4e ranger the limits of my 1/encounter and 1/day martial powers never came up as an in-character issue. Hitting someone as a reaction or an interrupt or shifting away from them as they close once per encounter never came up as a consideration of planning the way the number of levitates the artificer could pull off came up.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8666543, member: 2209"] It would be fairly rare for someone narratively or as a player to make a plan that has to take into account resource management limits of a martial power. The most likely one that I can think of that could come up would be an ammunition type of limitation. Second Wind and Action Surge are limited resources but not the kind of thing you would in world say "put on the gas here". Mostly martial powers are not utility powers narratively distinct from things a character could normally do that will get involved in PC planning. Getting advantage on athletics checks from a martial power is not generally narratively distinct from being good at athletics checks from a high proficiency bonus or a high strength bonus. Most magical powers and their limits show up narratively distinct. Fly is usually narratively different from athletics check climbing. Magic can be reskinned to obscure the resource management aspects, but it is more work to do so than for most martial powers. If a plan involves using webs as safety nets it would be a different planning conversation if the character knew about their slot limits or if they believed the caster just often fails at casting coincidentally and unknowingly in line with the slot system slots being expended. The latter can lead to a disconnect of in-character planning versus out of character planning, or scrapping reasonable out of character planning to accommodate the in-character knowledge paradigm. At the planning stage if someone comes up with a safety net web plan for the whole party jumping out of the top of a tower and the mage said it was not up to him whether the conditions were right or not to cast it when they came out I think most would then go with a different plan. If instead he said he just had to remember to keep one second level slot open the party would probably go with the plan and remind the mage to not expend all his second level slots. It is possible to do the obscured magical knowledge method and have the character coincidentally not expend a second level slot so they can enact the plan later while never verbalizing that intention or in-character considering slot resource management, but that can be work and have a disconnect of in-character and out of character stuff that can be an inhibition to immersion. All things being equal I would generally not advise doing it as a default as it would generally be work for no real return, but go for it if you want to achieve a specific goal. If for example you think it would be fun to play out a nervous mage who fails a lot, or if you want to avoid talking about slots in character, then that is a way to get there. In my 5e game there is a PC robot artificer and we are using a bit of a Mage the Ascension technocracy paradigm for his magic so he in character does not think of it as magic and his arficier magic manifests as tech super device such as levitate rocket boots or levitate antigrav platforms for pushing Han Solo in carbonite. In my last session they were discussing crazy plans for using these to get over a wall into a compound and so the resource limits of the options came up. It is effort to reskin things and make the resource management model and rules of magic work in a tech paradigm, but we are achieving the desired aesthetic goal in a bunch of ways and enjoying it so we do it. In contrast when I played a martial 4e ranger the limits of my 1/encounter and 1/day martial powers never came up as an in-character issue. Hitting someone as a reaction or an interrupt or shifting away from them as they close once per encounter never came up as a consideration of planning the way the number of levitates the artificer could pull off came up. [/QUOTE]
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