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General Tabletop Discussion
*Pathfinder & Starfinder
Why is the Vancian system still so popular?
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<blockquote data-quote="Essenti" data-source="post: 5895065" data-attributes="member: 100205"><p>Rather than relying solely on front loaded resources like vancian dailies or per encounter abilities, I think the game would really benefit from some form of resource that builds up during an adventuring day. Something that resets to zero or a low number after a rest. This would create a resource trade-off for resting, one that gives the players a reason not to favor the 15minute adventuring day.</p><p></p><p>Something I've been working on for little while and will be testing in a B/X game that is starting next week is using Motivation Tokens. (As a side note: I play multiple editions of the game, this week is 3.5, the week after next is 4.0, and I'm hoping we start up a 1e or 2e game again soon... they are all fun to play)</p><p></p><p>The following ideas are just what I have roughed in at the moment and will likely require tweaking until I figure out what works and what doesn't during play. </p><p></p><p>A fighter gains a motivation token each time they incapacitate or kill an opponent. Thieves gain a token for each time they pull off a backstab or for each trap they disable. Spell casters earn a token after casting a spell. Basically, I'd award tokens for doing something that exemplifies your character class. </p><p></p><p>Anyone can spend a token to improve their defenses for a round. </p><p></p><p>Fighters and thieves (and because its basic, halflings, dwarves and elves) can spend a token to add damage to an attack or perform a maneuver without any penalties (like trip, disarm, bull rush, etc.)</p><p></p><p>Spell casters (including elves, gotta love basic) can spend a token to increase the range, area of effect, duration, or power of a spell.</p><p></p><p>No one can spend more than two points of motivation during a combat round. Motivation is reset back to zero after a rest.</p><p></p><p>What I am hoping to accomplish is giving the players a resource based reason to push ahead, one that is actually beneficial to them in some fashion.</p><p></p><p>At any rate, I don't as yet know if my proposed experiment will actually achieve what I want it to, although I do believe it has some potential. I'm sure something vaguely similar to this existing in a core book, even as a module, may induce nerd-stroke in particularly sensitive individuals. But I still think adding a resource that builds over the course of an adventure would be an interesting feature to see included in 5E.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Essenti, post: 5895065, member: 100205"] Rather than relying solely on front loaded resources like vancian dailies or per encounter abilities, I think the game would really benefit from some form of resource that builds up during an adventuring day. Something that resets to zero or a low number after a rest. This would create a resource trade-off for resting, one that gives the players a reason not to favor the 15minute adventuring day. Something I've been working on for little while and will be testing in a B/X game that is starting next week is using Motivation Tokens. (As a side note: I play multiple editions of the game, this week is 3.5, the week after next is 4.0, and I'm hoping we start up a 1e or 2e game again soon... they are all fun to play) The following ideas are just what I have roughed in at the moment and will likely require tweaking until I figure out what works and what doesn't during play. A fighter gains a motivation token each time they incapacitate or kill an opponent. Thieves gain a token for each time they pull off a backstab or for each trap they disable. Spell casters earn a token after casting a spell. Basically, I'd award tokens for doing something that exemplifies your character class. Anyone can spend a token to improve their defenses for a round. Fighters and thieves (and because its basic, halflings, dwarves and elves) can spend a token to add damage to an attack or perform a maneuver without any penalties (like trip, disarm, bull rush, etc.) Spell casters (including elves, gotta love basic) can spend a token to increase the range, area of effect, duration, or power of a spell. No one can spend more than two points of motivation during a combat round. Motivation is reset back to zero after a rest. What I am hoping to accomplish is giving the players a resource based reason to push ahead, one that is actually beneficial to them in some fashion. At any rate, I don't as yet know if my proposed experiment will actually achieve what I want it to, although I do believe it has some potential. I'm sure something vaguely similar to this existing in a core book, even as a module, may induce nerd-stroke in particularly sensitive individuals. But I still think adding a resource that builds over the course of an adventure would be an interesting feature to see included in 5E. :D [/QUOTE]
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Why is the Vancian system still so popular?
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