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General Tabletop Discussion
*TTRPGs General
X/day mechanic; what's the problem? (Mercule, looking your way...)
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<blockquote data-quote="MoogleEmpMog" data-source="post: 1933948" data-attributes="member: 22882"><p>My biggest problem with 1/day abilities is that, well, they're usually rather awful. <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><p></p><p>The barbarian's rage is an exception to this; it's clearly one of the strongest class features in D&D, right up there with Evasion and Divine Grace. Even so, barbarians end up dead far more often than paladins and monks. OK, not paladins, but being stabbed in your sleep by ticked off party members isn't a CR issue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Consider the Sudden Metamagics. They're... lame. Most of the time, the player who took them just wasted a feat because he either used his Sudden too early or doesn't use it because he's afraid he'll use it too early. It mostly ends up being either overkill or a finishing blow technique to use against those really tough "boss" enemies; the latter is at least somewhat useful. But once in a blue moon, they do something really surprising and useful and either make the GM mad (if he's the sort that gets mad about players exploiting his creatures weaknesses) or at least gets calls of "Broken!" from the core-only crowd.</p><p></p><p>Power critical is the same thing, except that its absolutely abysmally awful, rather than sometimes useful.</p><p></p><p>Personally, I substitute an action point or action dice mechanic for most x/day abilities, or fatigue/exhaustion.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 1933948, member: 22882"] My biggest problem with 1/day abilities is that, well, they're usually rather awful. :D The barbarian's rage is an exception to this; it's clearly one of the strongest class features in D&D, right up there with Evasion and Divine Grace. Even so, barbarians end up dead far more often than paladins and monks. OK, not paladins, but being stabbed in your sleep by ticked off party members isn't a CR issue. ;) Consider the Sudden Metamagics. They're... lame. Most of the time, the player who took them just wasted a feat because he either used his Sudden too early or doesn't use it because he's afraid he'll use it too early. It mostly ends up being either overkill or a finishing blow technique to use against those really tough "boss" enemies; the latter is at least somewhat useful. But once in a blue moon, they do something really surprising and useful and either make the GM mad (if he's the sort that gets mad about players exploiting his creatures weaknesses) or at least gets calls of "Broken!" from the core-only crowd. Power critical is the same thing, except that its absolutely abysmally awful, rather than sometimes useful. Personally, I substitute an action point or action dice mechanic for most x/day abilities, or fatigue/exhaustion. [/QUOTE]
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