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What direction should 5th edition take?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4931038" data-attributes="member: 710"><p>I agree, but I add one thing: I want that every player - regardless of class choice - gets a chance to use his brain and his characters ability to figure out the best course of action. Not all the time perhaps, but certainly no less than the character that plays the Wizard.</p><p></p><p>Spells "traditionally" provide a solution for every problem you can come up with. Even if it requires a clever application of all the spells you have, finding non-standard uses, it is still not something that non-spellcasters got. </p><p></p><p>Buff spells (instead of buff "powers"), teleport, scry, invisibility, dimension door, freedom of movement, fly, charm person, dominate, disintegrate. They and much more helped to solve problems straightforward. With some tricks, you could even use spells that weren't intended for that purpose. Sometimes, it is really "clever" because you use them in a specific context and understand how to use your power in that context, in other cases it's just abusive because you find an easily repeatable trick.</p><p></p><p>Either way, the player of the fighter or rogue did not have these options. Sometimes that means they could do nothing at all. Sometimes it means they had an option that was subpar. Only very rarely they had an option that was probably better. (I'd say for example, if you can "diplomance" an enemy, it's better than Charm Person.)</p><p></p><p>Of course, 4E doesn't change that much in that regard - by default, the "spellcasters" use the rituals. But they have a relatively easy option to get those tricks, too. </p><p></p><p>---</p><p></p><p>Daily resource management is important for strategy or "operational play". You have to manage your resources over a time frame. That means you have to make decisions on whether you use these resources - is this encounter difficult enough to warrant the use of a limited resource? Or is this encounter maybe not difficult enough, but the current scenario just benefits considerably from using a particular limited resource? </p><p></p><p>And once these resources are low - do you decide to rest? How will that hinder your long-term goals? Will the enemy reinforce his defenses? Will the assassin have left town by then? Will the cultists have completed their ritual?</p><p></p><p></p><p>Wealth could be another way instead of using daily powers. Maybe "power scrolls" could actually work. But I don't think they work if you don't give them to every power source - without at least creating something else to compensate for their presence. You would have to ensure that getting a permanent item for a fighter would be just as useful as a large set of spell scrolls for a Wizard. That might be possible, weapons might grant higher bonuses to damage than magical implements (if still around), and you calculate the average lifetime of a weapon and the average extra damage/conditions inflicted by it and ensure that the cost of a set of scrolls with the same extra damage/conditions are the same.</p><p></p><p></p><p>One could also remove the concept of daily powers for martial characters - just remove the concept of daily powers as "daily" entirely and instead say that the powers have recovery times measured in encounters. martial characters get powers that recover after every encounter but are only half as effective as the arcane powers that recover every two encounters (not defined as every 5 minutes). Of course, trying to keep this verisimilitude is another matter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> (What's the game world significance of encounters?)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4931038, member: 710"] I agree, but I add one thing: I want that every player - regardless of class choice - gets a chance to use his brain and his characters ability to figure out the best course of action. Not all the time perhaps, but certainly no less than the character that plays the Wizard. Spells "traditionally" provide a solution for every problem you can come up with. Even if it requires a clever application of all the spells you have, finding non-standard uses, it is still not something that non-spellcasters got. Buff spells (instead of buff "powers"), teleport, scry, invisibility, dimension door, freedom of movement, fly, charm person, dominate, disintegrate. They and much more helped to solve problems straightforward. With some tricks, you could even use spells that weren't intended for that purpose. Sometimes, it is really "clever" because you use them in a specific context and understand how to use your power in that context, in other cases it's just abusive because you find an easily repeatable trick. Either way, the player of the fighter or rogue did not have these options. Sometimes that means they could do nothing at all. Sometimes it means they had an option that was subpar. Only very rarely they had an option that was probably better. (I'd say for example, if you can "diplomance" an enemy, it's better than Charm Person.) Of course, 4E doesn't change that much in that regard - by default, the "spellcasters" use the rituals. But they have a relatively easy option to get those tricks, too. --- Daily resource management is important for strategy or "operational play". You have to manage your resources over a time frame. That means you have to make decisions on whether you use these resources - is this encounter difficult enough to warrant the use of a limited resource? Or is this encounter maybe not difficult enough, but the current scenario just benefits considerably from using a particular limited resource? And once these resources are low - do you decide to rest? How will that hinder your long-term goals? Will the enemy reinforce his defenses? Will the assassin have left town by then? Will the cultists have completed their ritual? Wealth could be another way instead of using daily powers. Maybe "power scrolls" could actually work. But I don't think they work if you don't give them to every power source - without at least creating something else to compensate for their presence. You would have to ensure that getting a permanent item for a fighter would be just as useful as a large set of spell scrolls for a Wizard. That might be possible, weapons might grant higher bonuses to damage than magical implements (if still around), and you calculate the average lifetime of a weapon and the average extra damage/conditions inflicted by it and ensure that the cost of a set of scrolls with the same extra damage/conditions are the same. One could also remove the concept of daily powers for martial characters - just remove the concept of daily powers as "daily" entirely and instead say that the powers have recovery times measured in encounters. martial characters get powers that recover after every encounter but are only half as effective as the arcane powers that recover every two encounters (not defined as every 5 minutes). Of course, trying to keep this verisimilitude is another matter. :p (What's the game world significance of encounters?) [/QUOTE]
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