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<blockquote data-quote="DracoSuave" data-source="post: 4832983" data-attributes="member: 71571"><p>Are you saying that a game that centers around multiple forms of resource management would not require you to manage resources?</p><p></p><p>I do not understand what you are talking about; my PHB does not either. It's pretty specific on what skills use what components, and that you need them in advance. Only residuum can be used in that manner as a universal resource for rituals, others are not so simple.</p><p></p><p></p><p></p><p>It's not that ugly. You keep track of the skills involved. Some rituals have more than one skill, meaning more than one component can be used--this information is included in every master list of rituals in every source. Given that there's only a handful of skills, and a handful of resources, it's not difficult.</p><p></p><p>So, let's say I have raise dead, cure disease, tenser's floating disc, disenchant magic item, and magic circle. I don't need to track each individual ritual, I track my components by skill.</p><p></p><p>So, raise dead and cure disease are Heal-based, and Tenser's and Magic circle are Arcana based. So I just need to track my heal-based components (probably only enough to cast raise dead a couple times) and my arcana-based components (More of those because tenser's comes up daily, but is trivial in amount), and the residuum that can be used for either should the situation call for it.</p><p></p><p>3 pools of resources. That's it. It's not difficult, and it's how it's presented in the book. You can choose to ignore it, but some dms and players prefer the challenge of having to prepare for the day ahead.</p><p></p><p></p><p></p><p>Agreed with this, with one step further. If the party decides not to use the components, to save them for later, then even -that- adds to the game. The party has been offered a decision point where they feel they are in control of their game. Decision points are good for the game, and giving the players more chances to make decisions that benefit them is fun for them.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4832983, member: 71571"] Are you saying that a game that centers around multiple forms of resource management would not require you to manage resources? I do not understand what you are talking about; my PHB does not either. It's pretty specific on what skills use what components, and that you need them in advance. Only residuum can be used in that manner as a universal resource for rituals, others are not so simple. It's not that ugly. You keep track of the skills involved. Some rituals have more than one skill, meaning more than one component can be used--this information is included in every master list of rituals in every source. Given that there's only a handful of skills, and a handful of resources, it's not difficult. So, let's say I have raise dead, cure disease, tenser's floating disc, disenchant magic item, and magic circle. I don't need to track each individual ritual, I track my components by skill. So, raise dead and cure disease are Heal-based, and Tenser's and Magic circle are Arcana based. So I just need to track my heal-based components (probably only enough to cast raise dead a couple times) and my arcana-based components (More of those because tenser's comes up daily, but is trivial in amount), and the residuum that can be used for either should the situation call for it. 3 pools of resources. That's it. It's not difficult, and it's how it's presented in the book. You can choose to ignore it, but some dms and players prefer the challenge of having to prepare for the day ahead. Agreed with this, with one step further. If the party decides not to use the components, to save them for later, then even -that- adds to the game. The party has been offered a decision point where they feel they are in control of their game. Decision points are good for the game, and giving the players more chances to make decisions that benefit them is fun for them. [/QUOTE]
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