Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Rests should be dropped. Stop conflating survival mechanics with resource recovery.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Emberashh" data-source="post: 9006232" data-attributes="member: 7040941"><p>I think you're assuming the worst possible version of the mechanics rather than thinking of how it ought to work to best suit the game. </p><p></p><p>I mentioned earlier my take on it. Diminishing returns coupled with time gating that doesn't rely on arbitrary time skips. Even just diminishing returns on its own would work well. </p><p></p><p>No one is seriously suggesting Skyrim style 500 cheesewheel style spamming. Thats an example of the mechanics that cRPGs are doing <em>poorly</em> when its allowed. </p><p></p><p></p><p></p><p>Thats why its also a good idea to not have the game be inundated with HP sponges, on either side of a battle. Those consequences you want are found in the risk of, well, taking risks. Stretching yourself past your limits isn't made unrisky because you can recover if you succeed. Its still risky because if you fail, you could well die, depending on the situation. The risk of attrition over an adventuring day only matters if you're still clinging to the adventuring day as a concept, which per encounter obviously rejects on the whole. The adventure takes as long as it takes. </p><p></p><p>I have this philosophy because I was a firm advocate for the use of Epic Heroism in 5e, and I always paired it with Slow Natural Healing. It worked so much better than the standard and did a lot for high level play. Moving to an Energy system is just the next step in embracing that reality. </p><p></p><p>And its not like you can't do attrition here. Additonal elements like Injuries can further emphasize the need to weigh risks, and with Time's importance restored you can do a lot, even without going for full survival mode.</p><p></p><p>If one uses a mechanic like the Tension pool, time becomes a matter of attrition very easily, as does the decision to take fights in the first place. If one isn't careful, you're inviting a complication. If one is reckless, you may well be guaranteeing it. </p><p></p><p>All this said to make the point again that we need to not take things at face value, assume the worst, and then do no more thinking. Theres more, and Id argue better, ways to induce meaningful choices and consequences than tying abilities to resting, just for the sake of a tradition.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9006232, member: 7040941"] I think you're assuming the worst possible version of the mechanics rather than thinking of how it ought to work to best suit the game. I mentioned earlier my take on it. Diminishing returns coupled with time gating that doesn't rely on arbitrary time skips. Even just diminishing returns on its own would work well. No one is seriously suggesting Skyrim style 500 cheesewheel style spamming. Thats an example of the mechanics that cRPGs are doing [I]poorly[/I] when its allowed. Thats why its also a good idea to not have the game be inundated with HP sponges, on either side of a battle. Those consequences you want are found in the risk of, well, taking risks. Stretching yourself past your limits isn't made unrisky because you can recover if you succeed. Its still risky because if you fail, you could well die, depending on the situation. The risk of attrition over an adventuring day only matters if you're still clinging to the adventuring day as a concept, which per encounter obviously rejects on the whole. The adventure takes as long as it takes. I have this philosophy because I was a firm advocate for the use of Epic Heroism in 5e, and I always paired it with Slow Natural Healing. It worked so much better than the standard and did a lot for high level play. Moving to an Energy system is just the next step in embracing that reality. And its not like you can't do attrition here. Additonal elements like Injuries can further emphasize the need to weigh risks, and with Time's importance restored you can do a lot, even without going for full survival mode. If one uses a mechanic like the Tension pool, time becomes a matter of attrition very easily, as does the decision to take fights in the first place. If one isn't careful, you're inviting a complication. If one is reckless, you may well be guaranteeing it. All this said to make the point again that we need to not take things at face value, assume the worst, and then do no more thinking. Theres more, and Id argue better, ways to induce meaningful choices and consequences than tying abilities to resting, just for the sake of a tradition. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rests should be dropped. Stop conflating survival mechanics with resource recovery.
Top