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So the Power Feats Got Nerfed!
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<blockquote data-quote="Willie the Duck" data-source="post: 8794663" data-attributes="member: 6799660"><p>Given that it seems doubtful that they will ever go back to the 4e AEDU model or otherwise drop a 'prep spells for the day' model, they pretty much have to use rest frequency guidance as the way to police the workday and balance classes with more and less expendable resources. </p><p></p><p>The 2014 game DMG has in it acceptable (perhaps 'good-enough') guidelines on what to do if you can't or don't want to run 6-8 (or 3-4 more difficult) encounters per physical (in-game) day. They clearly didn't sell it (the idea, not the DMG) well enough, though, because (anecdotally) I see people ignoring or rejecting them and complaining that no one does the 6-8 encounters per day and fie on the designers for designing the game on such a framework. </p><p></p><p>It's one of a few complaints about the game* for which I have two diverging opinions rather than ambivalence. On one hand, there's nothing wrong with a game having some default assumption but clear guidance on what to do when you don't want to follow those assumptions** (and I'm not exactly swayed by arguments that they should have set something else as the default, as why should we care?). On the other hand, when something doesn't work for you, 'but they addressed that here' is rarely helpful advice if you did see it and bounced off the advise first go-round (and clearly plenty of people bounced off gritty reset and the rest). </p><p><span style="font-size: 9px">*the other being that except maybe levels 1-3 it defaults to easy-mode compared to many previous editions, which they also have DMG guidance on modifying</span></p><p><span style="font-size: 9px">**Traveller has it for when you want to play military vs. small time merchants making the ship's mortgage vs. explorers vs. etc.; GURPS/Hero System/the rest of the omni-setting systems pretty much are built around the idea of dialing in your preferences; 90s White Wolf was at times in conflict with their fanbase on whether they should acknowledge the superhero-with-fangs playstyle; etc.</span></p><p></p><p>I think the most important thing they can do with <whatever the final product gets called> is clearly communicate what they are doing, what the base assumptions were when setting some default settings, and when to and how best to adjust them if your gameplay will deviate from them.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8794663, member: 6799660"] Given that it seems doubtful that they will ever go back to the 4e AEDU model or otherwise drop a 'prep spells for the day' model, they pretty much have to use rest frequency guidance as the way to police the workday and balance classes with more and less expendable resources. The 2014 game DMG has in it acceptable (perhaps 'good-enough') guidelines on what to do if you can't or don't want to run 6-8 (or 3-4 more difficult) encounters per physical (in-game) day. They clearly didn't sell it (the idea, not the DMG) well enough, though, because (anecdotally) I see people ignoring or rejecting them and complaining that no one does the 6-8 encounters per day and fie on the designers for designing the game on such a framework. It's one of a few complaints about the game* for which I have two diverging opinions rather than ambivalence. On one hand, there's nothing wrong with a game having some default assumption but clear guidance on what to do when you don't want to follow those assumptions** (and I'm not exactly swayed by arguments that they should have set something else as the default, as why should we care?). On the other hand, when something doesn't work for you, 'but they addressed that here' is rarely helpful advice if you did see it and bounced off the advise first go-round (and clearly plenty of people bounced off gritty reset and the rest). [SIZE=1]*the other being that except maybe levels 1-3 it defaults to easy-mode compared to many previous editions, which they also have DMG guidance on modifying **Traveller has it for when you want to play military vs. small time merchants making the ship's mortgage vs. explorers vs. etc.; GURPS/Hero System/the rest of the omni-setting systems pretty much are built around the idea of dialing in your preferences; 90s White Wolf was at times in conflict with their fanbase on whether they should acknowledge the superhero-with-fangs playstyle; etc.[/SIZE] I think the most important thing they can do with <whatever the final product gets called> is clearly communicate what they are doing, what the base assumptions were when setting some default settings, and when to and how best to adjust them if your gameplay will deviate from them. [/QUOTE]
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So the Power Feats Got Nerfed!
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