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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5620680" data-attributes="member: 82106"><p>I actually LIKE daily resources. Yes, they create a resource game, but that's good. It provides some meaning to player decisions. You could totally restrict everything to nothing but an encounter resource system, but then most encounters become pointless. It means the only tool left in the DM's quiver is some kind of narrative/story based consequence to everything. </p><p></p><p>With daily resources the focus becomes on creating a story that drives itself forward. I think that's an easier nut to crack. You can still have a leisurely pace to an adventure where such resources aren't all that critical if you want, but OTOH you can create overall tension much more easily. It really doesn't seem to me to be terribly hard to find ways to motivate players to press forward. Most such motivations are fairly natural and arise directly from the narrative anyway. </p><p></p><p>That all being said decoupling 'daily' resources from DAYS is a useful technique. I just grant the benefits of extended rests at narrative breaks and don't worry about the position of the sun in the sky. You can in the other direction always let characters recover surges or daily powers under various conditions. There are questions of how the DM decides to do that and the issue of players begging for recharges, but that could exist anyway.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5620680, member: 82106"] I actually LIKE daily resources. Yes, they create a resource game, but that's good. It provides some meaning to player decisions. You could totally restrict everything to nothing but an encounter resource system, but then most encounters become pointless. It means the only tool left in the DM's quiver is some kind of narrative/story based consequence to everything. With daily resources the focus becomes on creating a story that drives itself forward. I think that's an easier nut to crack. You can still have a leisurely pace to an adventure where such resources aren't all that critical if you want, but OTOH you can create overall tension much more easily. It really doesn't seem to me to be terribly hard to find ways to motivate players to press forward. Most such motivations are fairly natural and arise directly from the narrative anyway. That all being said decoupling 'daily' resources from DAYS is a useful technique. I just grant the benefits of extended rests at narrative breaks and don't worry about the position of the sun in the sky. You can in the other direction always let characters recover surges or daily powers under various conditions. There are questions of how the DM decides to do that and the issue of players begging for recharges, but that could exist anyway. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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