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Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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<blockquote data-quote="billd91" data-source="post: 7769201" data-attributes="member: 3400"><p>I think this is a factor that has varied a lot over the years and editions. When you had only a couple of healing spells in the party back in 1e, then it was definitely a factor. You tended to stop to rest or retreat when the cleric could no longer patch you up. I found it very rare that anyone stopped just because the wizard was out of spells past the first couple of levels. </p><p></p><p>This changed in 3e in two ways - spontaneous healing eased the burden of cleric healing tying up resources a little, but the existence of healing wands virtually cured the problem - from a healing perspective. The other change was in how 3e calculated saving throws. The save-or-lose spells became so much more effective in higher level slots and with pumped caster stats vs weak saves that I think we started seeing a lot more wizards pushing the rest to recover those top slots after they went nova with them in the first couple of combats.</p><p></p><p>Now with 5e, I think the modifications to the traditional system that allow a variety of spells to be prepped and spontaneously chosen between while keeping the save DCs static offers a lot of flexibility. Playing a wizard, I still have to manage my resources, but the cantrips are generally strong enough to carry a lot of burden so I don't feel the need to blow a more costly spell every round and that means I'm not pushing up against the 15 minute day problem.</p><p></p><p>As always, I do believe local culture has a lot of impact on these factors as well. If a group doesn't insist on going nova and then resting to be at their peak every single combat, then the 15 minute day was never a real problem. If disposable healing was always readily available via potions and scrolls (in 1e/2e) and wands (in 3e) in a campaign, then it was less of a problem. And some of the culture, I believe, is dependent on how you learned to play. If you were used to 1e/2e play, then my experience was that the changes in healing was what you noticed and had a big impact. If you played a lot of computer games that let you save a lot or rest/recover a lot before going into a fight, then I think you might have fallen more into the 15 minute day issue because it gave you play that was closer to your expectation.</p></blockquote><p></p>
[QUOTE="billd91, post: 7769201, member: 3400"] I think this is a factor that has varied a lot over the years and editions. When you had only a couple of healing spells in the party back in 1e, then it was definitely a factor. You tended to stop to rest or retreat when the cleric could no longer patch you up. I found it very rare that anyone stopped just because the wizard was out of spells past the first couple of levels. This changed in 3e in two ways - spontaneous healing eased the burden of cleric healing tying up resources a little, but the existence of healing wands virtually cured the problem - from a healing perspective. The other change was in how 3e calculated saving throws. The save-or-lose spells became so much more effective in higher level slots and with pumped caster stats vs weak saves that I think we started seeing a lot more wizards pushing the rest to recover those top slots after they went nova with them in the first couple of combats. Now with 5e, I think the modifications to the traditional system that allow a variety of spells to be prepped and spontaneously chosen between while keeping the save DCs static offers a lot of flexibility. Playing a wizard, I still have to manage my resources, but the cantrips are generally strong enough to carry a lot of burden so I don't feel the need to blow a more costly spell every round and that means I'm not pushing up against the 15 minute day problem. As always, I do believe local culture has a lot of impact on these factors as well. If a group doesn't insist on going nova and then resting to be at their peak every single combat, then the 15 minute day was never a real problem. If disposable healing was always readily available via potions and scrolls (in 1e/2e) and wands (in 3e) in a campaign, then it was less of a problem. And some of the culture, I believe, is dependent on how you learned to play. If you were used to 1e/2e play, then my experience was that the changes in healing was what you noticed and had a big impact. If you played a lot of computer games that let you save a lot or rest/recover a lot before going into a fight, then I think you might have fallen more into the 15 minute day issue because it gave you play that was closer to your expectation. [/QUOTE]
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