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General Tabletop Discussion
*Dungeons & Dragons
Spending time [Encounter pacing and Resting restrictions]
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<blockquote data-quote="Tony Vargas" data-source="post: 7135983" data-attributes="member: 996"><p>I think you're slightly mis-stating that. Resource allocation in D&D is part of the game, so it can't be kept out of the story. When wizards memorized and forgot spells, that was part of the story, it couldn't /not/ be, because it came up. Now that they're managing more abstract slots, it doesn't hit the story as often or as forcefully, but it's still there, needing to be explained, just with a bit more latitude in fitting the resource-management and story-narrative together. As long as resources must be managed to keep the game balanced, stories must provide narrative pressure to prevent re-charging those resources to easily.</p><p></p><p>A countervailing 'cost' to re-charging/resting (and/or benefit to pressing on) is a way of doing that.</p><p></p><p>So are purely story-based sources of time-pressure.</p><p></p><p>So is taking the timing of recharges completely out of the hands of the players by re-charging based on something other than resting.</p><p></p><p>And so, unthinkably, is simply balancing the game so it's not dependent upon resource-management in the first place.</p><p></p><p></p><p> To be fair, that's just shifting the issue. It works if the pacing of the campaign makes stopping for 1d6 or 1d4 games a meaningful 'cost,' and doesn't if resting for a week is routinely practical or resting more than a day is rarely so. </p><p></p><p> I gotta give you credit for trying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7135983, member: 996"] I think you're slightly mis-stating that. Resource allocation in D&D is part of the game, so it can't be kept out of the story. When wizards memorized and forgot spells, that was part of the story, it couldn't /not/ be, because it came up. Now that they're managing more abstract slots, it doesn't hit the story as often or as forcefully, but it's still there, needing to be explained, just with a bit more latitude in fitting the resource-management and story-narrative together. As long as resources must be managed to keep the game balanced, stories must provide narrative pressure to prevent re-charging those resources to easily. A countervailing 'cost' to re-charging/resting (and/or benefit to pressing on) is a way of doing that. So are purely story-based sources of time-pressure. So is taking the timing of recharges completely out of the hands of the players by re-charging based on something other than resting. And so, unthinkably, is simply balancing the game so it's not dependent upon resource-management in the first place. To be fair, that's just shifting the issue. It works if the pacing of the campaign makes stopping for 1d6 or 1d4 games a meaningful 'cost,' and doesn't if resting for a week is routinely practical or resting more than a day is rarely so. I gotta give you credit for trying. :) [/QUOTE]
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Spending time [Encounter pacing and Resting restrictions]
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