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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="Mercule" data-source="post: 1935808" data-attributes="member: 5100"><p>Okay, late to the party, but I'll give my reason: Suspension of disbelief. I'll use rage to illustrate.</p><p> </p><p>Krusk has Rage 2/day. One day, his party encounters something at, say 4pm and 6pm. Krusk rages each time. Day ends. Next morning, at 6am, they have another fight and Krusk again rages. Ditto at 8am. That's four rages in 14 hours. The party basically camps all day, and Krusk takes his first watch at 10pm, and a troll wanders into camp. Regdar says, "Krusk, rage!". </p><p> </p><p>What does Krusk say? Any answer he gives is either going to be inconsistant or purely metagame.</p><p> </p><p>I think that x/day is a wonderfully simplistic mechanic for a game. It is beautiful in how easy it is to use in play as well as how to apply to design. </p><p> </p><p>It forces metagame constraints, however, to be pushed into in-character rationale/conversation. I strongly discourage (okay, smack-down is more accurate) players who state character classes in-character ("Hi, I'm Lidda, the rogue!"), even going so far as to give some in-game meaning to certain terms -- it's possible to be a Ranger and have no levels of the ranger class, for example. I certainly don't want any mechanic that does not have any good way to explain it away.</p><p> </p><p>I do recognize that D&D is a rather large-grain system. And I actually appreciate that in many regards. Most of the time, though, it's easy enough to narrate around the mechanic. X/day tends to get in the way, though.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1935808, member: 5100"] Okay, late to the party, but I'll give my reason: Suspension of disbelief. I'll use rage to illustrate. Krusk has Rage 2/day. One day, his party encounters something at, say 4pm and 6pm. Krusk rages each time. Day ends. Next morning, at 6am, they have another fight and Krusk again rages. Ditto at 8am. That's four rages in 14 hours. The party basically camps all day, and Krusk takes his first watch at 10pm, and a troll wanders into camp. Regdar says, "Krusk, rage!". What does Krusk say? Any answer he gives is either going to be inconsistant or purely metagame. I think that x/day is a wonderfully simplistic mechanic for a game. It is beautiful in how easy it is to use in play as well as how to apply to design. It forces metagame constraints, however, to be pushed into in-character rationale/conversation. I strongly discourage (okay, smack-down is more accurate) players who state character classes in-character ("Hi, I'm Lidda, the rogue!"), even going so far as to give some in-game meaning to certain terms -- it's possible to be a Ranger and have no levels of the ranger class, for example. I certainly don't want any mechanic that does not have any good way to explain it away. I do recognize that D&D is a rather large-grain system. And I actually appreciate that in many regards. Most of the time, though, it's easy enough to narrate around the mechanic. X/day tends to get in the way, though. [/QUOTE]
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