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<blockquote data-quote="Seramus" data-source="post: 9694982" data-attributes="member: 6812658"><p>I was really pleased that Daggerheart's no initiative system allows specialists to shine <em>if that's how everyone wants to play. </em>The game encourages every player to share the spotlight as part of good faith play, but if the players themselves want a combat or social specialist to go over and over again, the system <em>absolutely</em> allows for it. Someone could absolutely build a plump merchant that sits out of fights while their warrior buddy goes ham.</p><p></p><p></p><p>I've had this complaint for ages. Attrition systems like D&D mean that most fights are a foregone conclusion, with the only question being how many resources are expended. Things only come into question in the final 1-2 fights of a day, but that always means slogging through those initial attrition battles. A GM can always spice up those initial battles to make them more interesting, but they could do that with <em>any fight</em>, and I'd rather spend table time on fights that matter. Yet if you only have a few very deadly fights, you crash into class imbalances in a pretty major way like caster novas.</p><p></p><p>It's one of the reasons why I loved 4E. It had <em>plenty</em> of flaws, but every combat was so much more meaningful with it's mix of At-Will, Encounter, and Daily powers. There was still <em>some</em> attrition, so the 99% win rate still existed, but each individual fight was far closer to being actually dangerous without crashing into major class imbalances.</p><p></p><p>It's also why I think a lot of 5E DPR discussions are mostly fruitless. If you love the act of analysis like many do, that's absolutely fine. But from the perspective of how much actual impact you will have on a game, a couple extra points of damage a round is almost never going to make a difference. You're already going to win almost every time. The few times those points DO matter, and someone ends up dead because the baddie didn't die a round sooner or you have to retreat, are just fodder for good drama at the table. Optimizing for DPR just crashes into <strong>staggering</strong> levels of diminishing returns very rapidly.</p><p></p><p>But I doth protest too much! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f913.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":geek:" title="Geek :geek:" data-smilie="30"data-shortname=":geek:" /></p></blockquote><p></p>
[QUOTE="Seramus, post: 9694982, member: 6812658"] I was really pleased that Daggerheart's no initiative system allows specialists to shine [I]if that's how everyone wants to play. [/I]The game encourages every player to share the spotlight as part of good faith play, but if the players themselves want a combat or social specialist to go over and over again, the system [I]absolutely[/I] allows for it. Someone could absolutely build a plump merchant that sits out of fights while their warrior buddy goes ham. I've had this complaint for ages. Attrition systems like D&D mean that most fights are a foregone conclusion, with the only question being how many resources are expended. Things only come into question in the final 1-2 fights of a day, but that always means slogging through those initial attrition battles. A GM can always spice up those initial battles to make them more interesting, but they could do that with [I]any fight[/I], and I'd rather spend table time on fights that matter. Yet if you only have a few very deadly fights, you crash into class imbalances in a pretty major way like caster novas. It's one of the reasons why I loved 4E. It had [I]plenty[/I] of flaws, but every combat was so much more meaningful with it's mix of At-Will, Encounter, and Daily powers. There was still [I]some[/I] attrition, so the 99% win rate still existed, but each individual fight was far closer to being actually dangerous without crashing into major class imbalances. It's also why I think a lot of 5E DPR discussions are mostly fruitless. If you love the act of analysis like many do, that's absolutely fine. But from the perspective of how much actual impact you will have on a game, a couple extra points of damage a round is almost never going to make a difference. You're already going to win almost every time. The few times those points DO matter, and someone ends up dead because the baddie didn't die a round sooner or you have to retreat, are just fodder for good drama at the table. Optimizing for DPR just crashes into [B]staggering[/B] levels of diminishing returns very rapidly. But I doth protest too much! :geek: [/QUOTE]
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