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Now that "damage on a miss" is most likely out of the picture, are you happy?
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<blockquote data-quote="I'm A Banana" data-source="post: 6267546" data-attributes="member: 2067"><p>Yeah, and I imagine that the fireball is going to be a little less impressive as a result. Still, the fewer uses of a thing you have, the more it hurts to get rid of it, which means that DotM for limited resources is less dull than DotM for at-will resources. The more limited they are, the more true that is (3e: probably not limited enough; 1e: possibly limited enough; 5e: maybe limited enough?). Exactly where that switch flips is probably a pretty subjective call, but two extremes of the continuum are, "DotM: on every attack I make" and "DotM: Once per day," so I figured that'd be useful for illustration. </p><p></p><p></p><p></p><p>'course not. But if you want to play Dueling Anecdotes, we can be here all night. Some groups/players have a much higher threshold for tedium or a much lower threshold for loss than others. I like a game with significant swing, because it creates more interesting emotional highs and lows, and DotM at-will is crazy dull while DotM limited-resource is much less so. One works, the other doesn't. It doesn't have much to do with favoring a particular character type (spellcaster vs. non). </p><p></p><p></p><p></p><p>Well, minions (and the 5e-equivalent) become player knowledge pretty fast, and rounding off the last 2 hp or so isn't a significant swing for most games, so getting rid of it is mostly just accounting.</p><p></p><p>But none of that really removes the dullness of DotM at-will. In 4e, Magic Missile and Reaping Strike are both pretty milquetoast abilities. Which isn't what I really look for in a game. </p><p></p><p>And which also isn't to say that such things should not exist, just that for the default assumptions of the basic newbie-friendly game, they could probably do better.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6267546, member: 2067"] Yeah, and I imagine that the fireball is going to be a little less impressive as a result. Still, the fewer uses of a thing you have, the more it hurts to get rid of it, which means that DotM for limited resources is less dull than DotM for at-will resources. The more limited they are, the more true that is (3e: probably not limited enough; 1e: possibly limited enough; 5e: maybe limited enough?). Exactly where that switch flips is probably a pretty subjective call, but two extremes of the continuum are, "DotM: on every attack I make" and "DotM: Once per day," so I figured that'd be useful for illustration. 'course not. But if you want to play Dueling Anecdotes, we can be here all night. Some groups/players have a much higher threshold for tedium or a much lower threshold for loss than others. I like a game with significant swing, because it creates more interesting emotional highs and lows, and DotM at-will is crazy dull while DotM limited-resource is much less so. One works, the other doesn't. It doesn't have much to do with favoring a particular character type (spellcaster vs. non). Well, minions (and the 5e-equivalent) become player knowledge pretty fast, and rounding off the last 2 hp or so isn't a significant swing for most games, so getting rid of it is mostly just accounting. But none of that really removes the dullness of DotM at-will. In 4e, Magic Missile and Reaping Strike are both pretty milquetoast abilities. Which isn't what I really look for in a game. And which also isn't to say that such things should not exist, just that for the default assumptions of the basic newbie-friendly game, they could probably do better. [/QUOTE]
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Now that "damage on a miss" is most likely out of the picture, are you happy?
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