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Wizard vs Fighter - the math
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<blockquote data-quote="M_Natas" data-source="post: 9163664" data-attributes="member: 7025918"><p>Thank you! That is absolutely right. Having ressource attrition at the strategic core of the game mechanics makes the game playable on a strategic level.</p><p></p><p>If all your powers reset every encounter you can't really make strategic decisions for the long run of the game. The GM can't do it, the players can't do it. It would all boil down to tactical decision making in one encounter and fights would only matter if they threaten to TPK the party (on a mechanical level).</p><p></p><p>At the same time any rest mechanic that allows to regain 100% of all spend ressources (aka Long Rest) can be misused to remove that strategic aspect of the game (aka 5 Minute Work Day). And I think even the Gritty Realism Variant Rules allow this misuse to a certain degree, because they also reset the ressources to a 100%, after you reached the threshold of 7 days (instead of 8 hours).</p><p>Of course from the perspective of a player to always go for the 100% reset of ressources makes sense from an optimising viewpoint, but it removes a lot from the game.</p><p>That's why I proposed (in another thread: <a href="https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672" target="_blank">https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672</a> ) a Gradual ressource recovery system.</p><p></p><p>Because if you only recover 15 or 20 or even 30% of you ressources like spellslots and hit points per a long rest, suddenly the strategic aspect is back.</p><p>Because now it matters with how many ressource left you start your rest.</p><p></p><p>At the moment the most efficient thing to do is for example to use up all spellslots before a long rest with spells like goodberry, sending, healing or anything else.</p><p></p><p>Also Healing Magic suddenly matters more, because you don't reset to max HP after every long rest, making healing magic in 5e mostly useless outside of some specific circumstances (dropping g to 0 HP).</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9163664, member: 7025918"] Thank you! That is absolutely right. Having ressource attrition at the strategic core of the game mechanics makes the game playable on a strategic level. If all your powers reset every encounter you can't really make strategic decisions for the long run of the game. The GM can't do it, the players can't do it. It would all boil down to tactical decision making in one encounter and fights would only matter if they threaten to TPK the party (on a mechanical level). At the same time any rest mechanic that allows to regain 100% of all spend ressources (aka Long Rest) can be misused to remove that strategic aspect of the game (aka 5 Minute Work Day). And I think even the Gritty Realism Variant Rules allow this misuse to a certain degree, because they also reset the ressources to a 100%, after you reached the threshold of 7 days (instead of 8 hours). Of course from the perspective of a player to always go for the 100% reset of ressources makes sense from an optimising viewpoint, but it removes a lot from the game. That's why I proposed (in another thread: [URL]https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672[/URL] ) a Gradual ressource recovery system. Because if you only recover 15 or 20 or even 30% of you ressources like spellslots and hit points per a long rest, suddenly the strategic aspect is back. Because now it matters with how many ressource left you start your rest. At the moment the most efficient thing to do is for example to use up all spellslots before a long rest with spells like goodberry, sending, healing or anything else. Also Healing Magic suddenly matters more, because you don't reset to max HP after every long rest, making healing magic in 5e mostly useless outside of some specific circumstances (dropping g to 0 HP). [/QUOTE]
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