I’m of the opposite opinion, but I do think the game is better as either a per adventuring day or per encounter design and not a hybrid.Unpopular Opinion: the game shouldn’t have “per day” abilities at all.
If you want something to be used infrequently, just make it either hard enough to activate, or draining enough to use, that it only gets used infrequently.
No more per day kludges required.
I find “adventuring day” design dictates a particular play style. Not everyone wants to be tied to “X encounters per day,” when you can’t easily adjust the dial on X.I’m of the opposite opinion, but I do think the game is better as either a per adventuring day or per encounter design and not a hybrid.
Related opinion: Make all strong abilities use expensive reagents, most of which can only be gathered via adventuring. The challenge in the game becomes gathering more reagents than the party expends.Unpopular Opinion: the game shouldn’t have “per day” abilities at all.
If you want something to be used infrequently, just make it either hard enough to activate, or draining enough to use, that it only gets used infrequently.
No more per day kludges required.
I mean, it's quite possible to design a game that does both. You just have to actually, y'know, design it to be both, as opposed to retaining 50 years of cruft from six completely different design goals without any consideration of how to actually integrate them into a functional structure.I’m of the opposite opinion, but I do think the game is better as either a per adventuring day or per encounter design and not a hybrid.
Monopoly could be redesigned as a euro to be a better balanced game, but then it wouldn’t be Monopoly anymore.I mean, it's quite possible to design a game that does both. You just have to actually, y'know, design it to be both, as opposed to retaining 50 years of cruft from six completely different design goals without any consideration of how to actually integrate them into a functional structure.
But God forbid we actually treat game design as, y'know, design as opposed to pure artistic vision without any trace of improvable technique or theory. That's telling players what they're allowed to play!
True. But someone might actually play it as anything but a drinking game or a rite of passage.Monopoly could be redesigned as a euro to be a better balanced game, but then it wouldn’t be Monopoly anymore.
Are you saying, then, that the essence of D&D is to be a game bad at what it tells you it's for?Monopoly could be redesigned as a euro to be a better balanced game, but then it wouldn’t be Monopoly anymore.
Well, that’s entirely a matter of opinion as to the regard of its value. I don’t have a problem using D&D as a fantasy RPG.Are you saying, then, that the essence of D&D is to be a game bad at what it tells you it's for?
Your point was that you can redesign a game to be one that is actually good at what it is designed to do--Monopoly designed to be a better-balanced economic simulator (as opposed to an intentional demonstration that monopolies result in financial ruination), D&D designed to actually provide interesting encounter- and daily-based resource-consumption gameplay--but that doing so kills the spirit of the game in question. It ceases to be itself, and becomes some other thing.Well, that’s entirely a matter of opinion as to the regard of its value. I don’t have a problem using D&D as a fantasy RPG.