Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
When "fun" just isn't enough.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4003364" data-attributes="member: 710"><p>A "realistic"-feeling approach might be to give an explicit preperation time for each individual spell or ability. Instead of saying preperation takes 1 hour after dawn, say a n-th level spell requires m minutes to recharge for a o-th level caster. But that will be pretty awkward, and how much does it benefit the game?</p><p></p><p>In some ways, an adventure is made from the buillding blocks of "encounters" or "challenges" If you have a long adventure, you will have more encounters/challenges then in a short one. But this doesn't tell you wether it will take a long time in-game (e.g. are the challenges all a time against the clock and must be done within a single day, or does it involve weeks of overland-travel). Abilities that use a time-frame outside this building block basically force you to accomondate these times. </p><p></p><p>Maybe one approach might be: "Okay, this is a 14 challenges adventure. This means you get 14 tokens/action points/drama points/possibilites at the start of the adventure. You can use them to buy your spells and hit point regenerations in the course of the adventure. That's it." But maybe this is just the same as saying that you get "per encounter" powers, except that per encounter powers don't allow long-term resource management.</p><p></p><p>This reminds me (as so many discussions involving this points) of Torg. You got the "possibilities" at the end of the adventure there, but the amount was usually related to how long (play-time/ # sessions -> number of scenes) the adventure lasted. The idea might have been to give one possibliity per "plotted" scene in the adventure. (The system broke a little bit down when involving races or classes that needed possibilities to retain their abilities. Short adventures usually didn't reduce these costs, but they gave you less possibilties)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4003364, member: 710"] A "realistic"-feeling approach might be to give an explicit preperation time for each individual spell or ability. Instead of saying preperation takes 1 hour after dawn, say a n-th level spell requires m minutes to recharge for a o-th level caster. But that will be pretty awkward, and how much does it benefit the game? In some ways, an adventure is made from the buillding blocks of "encounters" or "challenges" If you have a long adventure, you will have more encounters/challenges then in a short one. But this doesn't tell you wether it will take a long time in-game (e.g. are the challenges all a time against the clock and must be done within a single day, or does it involve weeks of overland-travel). Abilities that use a time-frame outside this building block basically force you to accomondate these times. Maybe one approach might be: "Okay, this is a 14 challenges adventure. This means you get 14 tokens/action points/drama points/possibilites at the start of the adventure. You can use them to buy your spells and hit point regenerations in the course of the adventure. That's it." But maybe this is just the same as saying that you get "per encounter" powers, except that per encounter powers don't allow long-term resource management. This reminds me (as so many discussions involving this points) of Torg. You got the "possibilities" at the end of the adventure there, but the amount was usually related to how long (play-time/ # sessions -> number of scenes) the adventure lasted. The idea might have been to give one possibliity per "plotted" scene in the adventure. (The system broke a little bit down when involving races or classes that needed possibilities to retain their abilities. Short adventures usually didn't reduce these costs, but they gave you less possibilties) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
When "fun" just isn't enough.
Top