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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="delericho" data-source="post: 5623007" data-attributes="member: 22424"><p>Not quite. Suppose you had two pools of hit points, one representing luck/tiredness and the other genuine wounds. The first of these refreshes to full whenever you take a short rest, the other is a <em>per-adventure</em> resource - you essentially can't heal it. Likewise, instead of dailies, they may (or may not) have some powers that can only be used once <em>per adventure</em>.</p><p></p><p>Thus, characters have at-will and per-encounter resources, as currently, but instead of per-day resources, they have per-adventure resources. There's then no benefit to the 15-minute day, so it will quickly disappear.</p><p></p><p>Alternately, instead of having strict per-day resources, the character instead starts the day with <em>no</em> 'dailies' available. After the first, third... encounter, they get to choose one of their 'dailies' for use. Again, taking an extended rest doesn't replenish the character's resources, and there's no benefit of going nova.</p><p></p><p>There are ways to do away with the 15-minute adventuring day; they're just somewhat radical. It's also possible that they may not be worth the hassle, of course.</p><p></p><p></p><p></p><p>The commoner started with proficiency with one simple weapon; the wizard had a few. So, the wizard (just barely) had the edge. Additionally, you've discounted the wizard's ability to use a wide range of magic items. Above <em>very</em> low level, if the wizard ran out of wizard-y things to do, you're doing something wrong.</p><p></p><p>And also, as I mentioned up-thread, "not fun" for whom? If the wizard has used up his spells, that almost certainly meant he dominated the previous encounters, in which case this is now the fighter's turn to shine.</p></blockquote><p></p>
[QUOTE="delericho, post: 5623007, member: 22424"] Not quite. Suppose you had two pools of hit points, one representing luck/tiredness and the other genuine wounds. The first of these refreshes to full whenever you take a short rest, the other is a [i]per-adventure[/i] resource - you essentially can't heal it. Likewise, instead of dailies, they may (or may not) have some powers that can only be used once [i]per adventure[/i]. Thus, characters have at-will and per-encounter resources, as currently, but instead of per-day resources, they have per-adventure resources. There's then no benefit to the 15-minute day, so it will quickly disappear. Alternately, instead of having strict per-day resources, the character instead starts the day with [i]no[/i] 'dailies' available. After the first, third... encounter, they get to choose one of their 'dailies' for use. Again, taking an extended rest doesn't replenish the character's resources, and there's no benefit of going nova. There are ways to do away with the 15-minute adventuring day; they're just somewhat radical. It's also possible that they may not be worth the hassle, of course. The commoner started with proficiency with one simple weapon; the wizard had a few. So, the wizard (just barely) had the edge. Additionally, you've discounted the wizard's ability to use a wide range of magic items. Above [i]very[/i] low level, if the wizard ran out of wizard-y things to do, you're doing something wrong. And also, as I mentioned up-thread, "not fun" for whom? If the wizard has used up his spells, that almost certainly meant he dominated the previous encounters, in which case this is now the fighter's turn to shine. [/QUOTE]
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What's so bad about 4th edition? What's so good about other systems?
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