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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Oofta" data-source="post: 8675184" data-attributes="member: 6801845"><p>That was my issue as well, I wanted variations in how classes played but just as important I want some classes to not be as "preloaded". We have a bit of that with action surge and second wind for fighters, I'd rather have them associated to some sort of stamina pool, possibly tied to proficiency bonus*. But at least the vast majority of time they can just do what they do without having extra capability because plot demands it.</p><p></p><p>The reason Captain America doesn't run around flipping cars all the time is because there's no reason for him to do so. </p><p></p><p><em>*In my ideal system PCs could exceed their stamina pool at the risk of exhaustion and/or HP loss. Same for all classes for that matter, the more you push beyond normal limits the bigger the risk. Kind of like lifting weights to the point that you pass out.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8675184, member: 6801845"] That was my issue as well, I wanted variations in how classes played but just as important I want some classes to not be as "preloaded". We have a bit of that with action surge and second wind for fighters, I'd rather have them associated to some sort of stamina pool, possibly tied to proficiency bonus*. But at least the vast majority of time they can just do what they do without having extra capability because plot demands it. The reason Captain America doesn't run around flipping cars all the time is because there's no reason for him to do so. [I]*In my ideal system PCs could exceed their stamina pool at the risk of exhaustion and/or HP loss. Same for all classes for that matter, the more you push beyond normal limits the bigger the risk. Kind of like lifting weights to the point that you pass out.[/I] [/QUOTE]
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On simulating things: what, why, and how?
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