Its high time to abandon it. Its dumb and the pearl clutchers can be ignored.
Well, I guess I'm a dumb pearl clutcher, then.
Its high time to abandon it. Its dumb and the pearl clutchers can be ignored.
I think the mana concept is a failure that takes a system built for that kind of thing. Having played some I can say it has a very different feel that doesn't work for d&d... the rest mechanics in 5e are way too deep into the territory of making sure that a failed rest will ultimately failsafe to the point that it becomes implausible for it to failsecure that might lead to the group considering the rest out of reach now/here.How would you recover mana?
Perhaps when you rest?
Monks ki is effectively mana (recovered on a rest).I think the mana concept is a failure that takes a system built for that kind of thing.
Having played some I can say it has a very different feel that doesn't work for d&d...
No it doesn't because it's linked to short rests in 2014. design that encourages a class to nova->rest->nova->repeat is not "fine"Monks ki is effectively mana (recovered on a rest).
It works just fine.
hell no, this must be among the worst ideas I have heard on this topic. Chuck down a potion and move on, what is that, liquid cocaine?Potions, like literally any other RPG that isn't stuck in this useless tradition.
Potions are a resource that removes all negotiating and negates any verisimilitude problems. If players want to spend their resources willy nilly they should be able to, and the GM should be empowered to keep the fight up because the difficulty shouldn't even be tied to whether or not they've had a potion anyway.
But not really, as players want things in every battle. Not like one out of ten.To be fair. You could use milestones. Recover X after so many battles.
Not very verisimilitude, but functional.
A five minute rest? Just make abilities at will then.Lower the number of abilities and have them recover with a 5-minute short rest. Keeps rests. Players get to use all their toys. And the designers can actually balance the game. So many problems solved.
That would be too much. You make them short-rest recharges so that you keep a bit of resource management, can't just always use your best stuff all the time, and can actually balance the game around something tangible and finite like one encounter.A five minute rest? Just make abilities at will then.