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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why I don't play D&D anymore
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="I'm A Banana" data-source="post: 3133731" data-attributes="member: 2067"><p>The problem is not hardwired into the system, as the thread has shown. </p><p></p><p>Essentially, the problem is "The PC's have too many rescources." There are many, many, many, many ways you can solve this in the system without having to spend the time and money an effort to quit D&D and get a new game. Four pages of this thread have given you mostly just that. I will give you a few more. I would suggest giving all these a try, in the interest of trying and improving your game in the most efficient way possible. </p><p></p><p>The *easiest* way to solve your problem is to increase the number of encounters you throw at your party in a day, to increase the ways in which to take their rescources. See which spells the PC's prepare (and which they don't), and gear the missions to take those away from them gradually. If it's mostly combat-based effects, your "Mystery Solving" will probably have to involve beeting up mooks for info, barging into fortresses for clues, saving potential informants, etc. Your "Wilderness Trek" should involve a lot of combat with hostile natives. Your "Political Diplomacy" will have to use potential assassins and vast battlefields manipulated by egomaniacs and plenty of spies that can be beat up. </p><p></p><p>Of course, you want to vary the challenges, so also include things the PC's haven't really prepared for, such as using divination to uncover clues to solve the mystery, teleportation to cross distances for the wilderness trek, and abjuration to protect important political entities.</p><p></p><p>It may be useful, at first, to introduce time limits. To solve the mystery before the innocent man is executed, to trek accross the wilderness and back before the army needs the McGuffin, to persuade the emporer to allow trade before the snows close off the pass, etc. This will mean that the PC's are less likely to try to recharge after every encounter, knowing that if they do, they will be more likely to loose the campaign. Make this a direct correlation -- every day they rest, the BBEG gains +2 hp, every 2 days he gets +1 AC, every three, +1 to attack and damage, etc. As they wait, he gets more powerful. </p><p></p><p>Time limits can be varied enough and realistic enough that you won't have much of a problem continuing that for a while, until you're more used to the "default pace."</p><p></p><p>If you don't want to change, you can change the rules for your own purposes. Most simply, you can replace the spellcasting classes with something akin to the Warlock, with a much more limited list of abilities (though, admittedly, more uses of them). You may suffer from a lack of healing, but there are many rules in UA to help lessen that pain (reserve HP comes to my mind). </p><p></p><p>In increasing complexity, you can decrease the amount of rescources they get -- give them fewer spell slots, fewer power points, fewer spells they can use. You could even cast it in a light that is in-character for the world -- magic is slowly draining away, and the PC's can play a role in stopping it from going away altogether (if they fail, you now outlaw spellcasting classes, at least for a time). This would allow you to slowly reduce the number of PP or spell slots until you're happy with the amount (perhaps only one or two spells of the highest level, and only one or two spell/level for the rest...or have them choose between their most powerful effect or several weaker effects and THAT'S IT). Now, you probably want to give the spellcasters something else to compensate for their lack of spells, and I'd suggest something like the reserve feats from Complete Mage, which allow them to feel magical without actually having to spend rescources....simply elimiate the "spell prepared" requirement (because they may not have the slots for it!). </p><p></p><p>Finally, if you don't feel like you can bend the rules or that you can bend to the rules (or that doing such is more effort than purchasing, learning, and training new players on a new system), stop playing this game because you'd obviously be having more fun doing something else. Go do that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3133731, member: 2067"] The problem is not hardwired into the system, as the thread has shown. Essentially, the problem is "The PC's have too many rescources." There are many, many, many, many ways you can solve this in the system without having to spend the time and money an effort to quit D&D and get a new game. Four pages of this thread have given you mostly just that. I will give you a few more. I would suggest giving all these a try, in the interest of trying and improving your game in the most efficient way possible. The *easiest* way to solve your problem is to increase the number of encounters you throw at your party in a day, to increase the ways in which to take their rescources. See which spells the PC's prepare (and which they don't), and gear the missions to take those away from them gradually. If it's mostly combat-based effects, your "Mystery Solving" will probably have to involve beeting up mooks for info, barging into fortresses for clues, saving potential informants, etc. Your "Wilderness Trek" should involve a lot of combat with hostile natives. Your "Political Diplomacy" will have to use potential assassins and vast battlefields manipulated by egomaniacs and plenty of spies that can be beat up. Of course, you want to vary the challenges, so also include things the PC's haven't really prepared for, such as using divination to uncover clues to solve the mystery, teleportation to cross distances for the wilderness trek, and abjuration to protect important political entities. It may be useful, at first, to introduce time limits. To solve the mystery before the innocent man is executed, to trek accross the wilderness and back before the army needs the McGuffin, to persuade the emporer to allow trade before the snows close off the pass, etc. This will mean that the PC's are less likely to try to recharge after every encounter, knowing that if they do, they will be more likely to loose the campaign. Make this a direct correlation -- every day they rest, the BBEG gains +2 hp, every 2 days he gets +1 AC, every three, +1 to attack and damage, etc. As they wait, he gets more powerful. Time limits can be varied enough and realistic enough that you won't have much of a problem continuing that for a while, until you're more used to the "default pace." If you don't want to change, you can change the rules for your own purposes. Most simply, you can replace the spellcasting classes with something akin to the Warlock, with a much more limited list of abilities (though, admittedly, more uses of them). You may suffer from a lack of healing, but there are many rules in UA to help lessen that pain (reserve HP comes to my mind). In increasing complexity, you can decrease the amount of rescources they get -- give them fewer spell slots, fewer power points, fewer spells they can use. You could even cast it in a light that is in-character for the world -- magic is slowly draining away, and the PC's can play a role in stopping it from going away altogether (if they fail, you now outlaw spellcasting classes, at least for a time). This would allow you to slowly reduce the number of PP or spell slots until you're happy with the amount (perhaps only one or two spells of the highest level, and only one or two spell/level for the rest...or have them choose between their most powerful effect or several weaker effects and THAT'S IT). Now, you probably want to give the spellcasters something else to compensate for their lack of spells, and I'd suggest something like the reserve feats from Complete Mage, which allow them to feel magical without actually having to spend rescources....simply elimiate the "spell prepared" requirement (because they may not have the slots for it!). Finally, if you don't feel like you can bend the rules or that you can bend to the rules (or that doing such is more effort than purchasing, learning, and training new players on a new system), stop playing this game because you'd obviously be having more fun doing something else. Go do that. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why I don't play D&D anymore
Top