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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="Voadam" data-source="post: 8779328" data-attributes="member: 2209"><p>Different tastes.</p><p></p><p>For the story and play experience I want, the PCs should be in involved combats where they get hit and hurt and encumbered by interesting effects they have to deal with, but not crippled and spiraling when that happens.</p><p></p><p>Novaing round one makes tactical sense, more so with death spirals, but I prefer the combat to have more sustained back and forth. I find particularly appealing the mechanics of <a href="https://www.drivethrurpg.com/product/240304/Kamigakari-God-Hunters?affiliate_id=17596" target="_blank">Kamigakari God Hunters</a> where depending on rolls and decisions it can potentially take multiple combat rounds of doing lesser but still active combat moves to build up to a character's biggest Voltron move.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8779328, member: 2209"] Different tastes. For the story and play experience I want, the PCs should be in involved combats where they get hit and hurt and encumbered by interesting effects they have to deal with, but not crippled and spiraling when that happens. Novaing round one makes tactical sense, more so with death spirals, but I prefer the combat to have more sustained back and forth. I find particularly appealing the mechanics of [URL='https://www.drivethrurpg.com/product/240304/Kamigakari-God-Hunters?affiliate_id=17596']Kamigakari God Hunters[/URL] where depending on rolls and decisions it can potentially take multiple combat rounds of doing lesser but still active combat moves to build up to a character's biggest Voltron move. [/QUOTE]
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