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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8674257" data-attributes="member: 7025508"><p>Perhaps, though I'm not quite sure what even is being represented here. If it is some sort of magic/scifi tech, then it doesn't necessary need to follow how I would imagine physical extortion working. But ignoring that and assuming we are modelling some sort of physical feats, yes, I find the shared pool less jarring. And sure, if the said pool is so stingy that it effectively is just one use anyway, it doesn't much matter, but I was thinking more of "encounter power" level of things.</p><p></p><p>Like if you have a character with powers:</p><p>1) Hit one foe really hard</p><p>2) Hit one foe, then run to another foe and hit them too.</p><p>3) Toss a foe at another foe</p><p>4) Hit all nearby foes</p><p></p><p>If these all are independent it is weird. If I am too tired to to do #1 (because I already did it once) why am I not too tired to do #3? I would much prefer a model where you have four power uses (between rests or whatever) and you can use them on these powers any way you want.</p><p></p><p>And beyond verisimilitude, I think it is just better design too, and easier to balance. If the characters are balanced to use four powers (at that level,) look what happens when our guy faces one tough foe instead of a group of foes. In "one of each" model 3/4 of their power budget is unusable!</p><p>In the pool model they can just use power #1 four times on that big monster, which sure, is a bit boring, but definitely way less a "feels bad" situation.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8674257, member: 7025508"] Perhaps, though I'm not quite sure what even is being represented here. If it is some sort of magic/scifi tech, then it doesn't necessary need to follow how I would imagine physical extortion working. But ignoring that and assuming we are modelling some sort of physical feats, yes, I find the shared pool less jarring. And sure, if the said pool is so stingy that it effectively is just one use anyway, it doesn't much matter, but I was thinking more of "encounter power" level of things. Like if you have a character with powers: 1) Hit one foe really hard 2) Hit one foe, then run to another foe and hit them too. 3) Toss a foe at another foe 4) Hit all nearby foes If these all are independent it is weird. If I am too tired to to do #1 (because I already did it once) why am I not too tired to do #3? I would much prefer a model where you have four power uses (between rests or whatever) and you can use them on these powers any way you want. And beyond verisimilitude, I think it is just better design too, and easier to balance. If the characters are balanced to use four powers (at that level,) look what happens when our guy faces one tough foe instead of a group of foes. In "one of each" model 3/4 of their power budget is unusable! In the pool model they can just use power #1 four times on that big monster, which sure, is a bit boring, but definitely way less a "feels bad" situation. [/QUOTE]
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On simulating things: what, why, and how?
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