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Rule of Three 2/28
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<blockquote data-quote="Crazy Jerome" data-source="post: 5837467" data-attributes="member: 54877"><p>I think this is really what you are implying elsewhere in the post, but you really can't remove the problem with mechanics, at the root. What you can do is make the mechanics neutral, so that if the problem arises in an adventure, normal adventure techniques will readily address it.</p><p> </p><p>That's all I was aluding to earlier, that the mechanics should not encourage the party from going the 15MAD. It doesn't have to discourage them--the adventure and situation will do that normally, when it makes sense. </p><p> </p><p>There is nothing wrong with having strategic resources. But as several people have said, getting those resources back should not be easy or automatic.</p><p> </p><p>I'd like to see the "Burnout" and "Jammed" limitations adapated from Hero System for D&D daily magic and items with activated powers. Basically, these are variants on charged items in Hero such that each time you use them, there is a chance that they become temporarily unusable. You then have to take them back to "base" or "the lab" or "your magic source" or whatever is appropriate to recharge or unjam them. </p><p> </p><p>With spells, you'd like this tied to the level of the slot, level of the caster, and using the slot. When a spell is used, make some kind of check based on level (but not ability scores or skills or other variable means, unless tightly controlled), with more powerful slots having an increased chance of "burnout". If the check is failed, make it take increased time and/or resources to get it back.</p><p> </p><p>Alternately, you could use an "ablative" version where each time a slot fails, it drops a level temporarily. That makes it a little less unpredictable over the course of an adventure.</p><p> </p><p>Make the scaling of the modifiers for higher level slots such that losing (or reducing) your top level slots is somewhat likely, but lower levels ones are much less so. Between having fewer of the higher ones and increased chances of losing them, this will encourage the casters to focus on low level casting except when they really need more. Resting becomes increasingly inefficient, because it takes more and more time to recover fully (given foes more time to react).</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5837467, member: 54877"] I think this is really what you are implying elsewhere in the post, but you really can't remove the problem with mechanics, at the root. What you can do is make the mechanics neutral, so that if the problem arises in an adventure, normal adventure techniques will readily address it. That's all I was aluding to earlier, that the mechanics should not encourage the party from going the 15MAD. It doesn't have to discourage them--the adventure and situation will do that normally, when it makes sense. There is nothing wrong with having strategic resources. But as several people have said, getting those resources back should not be easy or automatic. I'd like to see the "Burnout" and "Jammed" limitations adapated from Hero System for D&D daily magic and items with activated powers. Basically, these are variants on charged items in Hero such that each time you use them, there is a chance that they become temporarily unusable. You then have to take them back to "base" or "the lab" or "your magic source" or whatever is appropriate to recharge or unjam them. With spells, you'd like this tied to the level of the slot, level of the caster, and using the slot. When a spell is used, make some kind of check based on level (but not ability scores or skills or other variable means, unless tightly controlled), with more powerful slots having an increased chance of "burnout". If the check is failed, make it take increased time and/or resources to get it back. Alternately, you could use an "ablative" version where each time a slot fails, it drops a level temporarily. That makes it a little less unpredictable over the course of an adventure. Make the scaling of the modifiers for higher level slots such that losing (or reducing) your top level slots is somewhat likely, but lower levels ones are much less so. Between having fewer of the higher ones and increased chances of losing them, this will encourage the casters to focus on low level casting except when they really need more. Resting becomes increasingly inefficient, because it takes more and more time to recover fully (given foes more time to react). [/QUOTE]
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