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Toward a Theory of 6th Edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7263030" data-attributes="member: 996"><p>If classes were to have a prime stat - but backgrounds also each favor a stat, and Templates, likewise, that could spread things out a bit. Or if every class had abilities that keyed off two or three stats, in total, rather than primarily off one. For instance, if wizards targeted their attack spells with DEX, learned/prepped spells with INT, set their spell DCs with CHA, and gained bonus slots from CON, that'd spread it out quite a bit.</p><p></p><p> My concern is that any attempt to 'fix' whack-a-mole would most likely address the wrong issue and make it worse. The bottom line, IMHO, is that in-combat healing is too low-impact or inefficient, and thus players feel the need to maximize it by leveraging the heal-from-0 rule - that is, you wait until an enemy 'overkills' and ally then prop him up with a few hps so it'll happen again, in that way you keep the ally fighting while exending relatively little healing to counter relatively large quantities of damage. Being able to heal an ally up to full once or twice a combat would be more dramatic than being able to prop him up with a few hps over and over.</p><p></p><p> Short rest stands out as problematic, to me. Some things, like CS dice, that are currently short-rest would make more sense as literal encounter resources - things that have no use/meaning out of combat, and that 'recharge,' in essence, when you roll initiative. And, the fixed resting times unduly dictate campaign pacing. Some adventures might work better if a short rest could be taken as little more than a breather in the corridor before kicking in a door - others it wouldn't make sense get the benefit of a short rest for days on end. </p><p></p><p> Fewer and less imbalanced daily resources among the classes would be the obvious way to go, without just eliminating the whole rest-recharge thing, entirely.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7263030, member: 996"] If classes were to have a prime stat - but backgrounds also each favor a stat, and Templates, likewise, that could spread things out a bit. Or if every class had abilities that keyed off two or three stats, in total, rather than primarily off one. For instance, if wizards targeted their attack spells with DEX, learned/prepped spells with INT, set their spell DCs with CHA, and gained bonus slots from CON, that'd spread it out quite a bit. My concern is that any attempt to 'fix' whack-a-mole would most likely address the wrong issue and make it worse. The bottom line, IMHO, is that in-combat healing is too low-impact or inefficient, and thus players feel the need to maximize it by leveraging the heal-from-0 rule - that is, you wait until an enemy 'overkills' and ally then prop him up with a few hps so it'll happen again, in that way you keep the ally fighting while exending relatively little healing to counter relatively large quantities of damage. Being able to heal an ally up to full once or twice a combat would be more dramatic than being able to prop him up with a few hps over and over. Short rest stands out as problematic, to me. Some things, like CS dice, that are currently short-rest would make more sense as literal encounter resources - things that have no use/meaning out of combat, and that 'recharge,' in essence, when you roll initiative. And, the fixed resting times unduly dictate campaign pacing. Some adventures might work better if a short rest could be taken as little more than a breather in the corridor before kicking in a door - others it wouldn't make sense get the benefit of a short rest for days on end. Fewer and less imbalanced daily resources among the classes would be the obvious way to go, without just eliminating the whole rest-recharge thing, entirely. [/QUOTE]
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