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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="swrushing" data-source="post: 1935058" data-attributes="member: 14140"><p>I am NOT one against the notion of per day limitations... but...</p><p></p><p>I do not find it preferrable because it is a not entirely but mostly meaningless figure.</p><p></p><p>Depending on the pacing of the game, the style of the game, "per day" can be "critically harsh" or "amazingly lax".</p><p></p><p>In the "get things going" or "info gathering" part of s story, multiple days may pass rather uneventfully and during those periods a "per day" is rather pointless, or maybe very indistinguishable from "per hour". On the other hands, at the dramatic finale part of the story, a whole lot may happen all at once making "per day" really noticed and not at all like "per hour".</p><p></p><p>Basically, time passage "on stage" is highly subjective, even within a single game, much less between different campaigns. this tends to make "per time on stage or off" counting rather odd. They don't really cover "use in play" as much as they may seem. One could potentially use a once per day thing four or five or a dozen times in a single gaming session or at another time only be allowed once in several sessions.</p><p></p><p>On the other hand, some games use time frames like "once per scene/encounter" or even better "once per gaming session" to cover limitations and make them more "constant." Frankly, i gotta say about the only meaningful time grades i try to focus on are "combat round", scene, and session.</p></blockquote><p></p>
[QUOTE="swrushing, post: 1935058, member: 14140"] I am NOT one against the notion of per day limitations... but... I do not find it preferrable because it is a not entirely but mostly meaningless figure. Depending on the pacing of the game, the style of the game, "per day" can be "critically harsh" or "amazingly lax". In the "get things going" or "info gathering" part of s story, multiple days may pass rather uneventfully and during those periods a "per day" is rather pointless, or maybe very indistinguishable from "per hour". On the other hands, at the dramatic finale part of the story, a whole lot may happen all at once making "per day" really noticed and not at all like "per hour". Basically, time passage "on stage" is highly subjective, even within a single game, much less between different campaigns. this tends to make "per time on stage or off" counting rather odd. They don't really cover "use in play" as much as they may seem. One could potentially use a once per day thing four or five or a dozen times in a single gaming session or at another time only be allowed once in several sessions. On the other hand, some games use time frames like "once per scene/encounter" or even better "once per gaming session" to cover limitations and make them more "constant." Frankly, i gotta say about the only meaningful time grades i try to focus on are "combat round", scene, and session. [/QUOTE]
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X/day mechanic; what's the problem? (Mercule, looking your way...)
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