Encounter and at-wills > encounter only > AEDU > dailies only > at-will only >>>>>> short rest-based.

Encounter and at-wills > encounter only > AEDU > dailies only > at-will only >>>>>> short rest-based.

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  1. 1 year ago
    Anonymous

    4th tried that and everyone hated it.

    • 1 year ago
      Anonymous

      About 40% of the fanbase loved it, but you cried and shat your selves so loudly that WotC couldn't hear us.

  2. 1 year ago
    Anonymous

    How about can fricking do it whenever you want, but there are prerequisites, bonus and maluses applied to it.
    Restricting certain actions is gamy bullshit.

  3. 1 year ago
    Anonymous

    Both methods suck anyway. Your nostalgia is pathetic.

  4. 1 year ago
    Anonymous

    >I already stabbed with my sword once this combat so I'm not allowed to do it again until next combat

  5. 1 year ago
    Anonymous

    Encounter powers are a game design trick to make you think you have agency and choice when really you don't.
    If there is a clear and obviously better option to take then you don't have a real decision in front of you. For example, if I can throw a big fireball that does a lot of damage once per encounter then when my turn comes up I don't make a decision about throwing that fireball or not, I just do it in 99% of cases. I don't need to make a decision, combat becomes nothing more than following an automated series of steps.
    If I can throw a fireball once per day then suddenly I have to make a decision. I COULD throw it at this one ogre. The ogre is pretty big and scary, and the damage from the fireball will certainly help ensure we take no casualties or use more healing than we have to. But I also know that if I use it now then it might not be there later, so what if we get attacked by a tribe of goblins? I could kill the entire tribe in a single fireball and avert an otherwise devastating encounter. But if we don't get attacked by anything like that, and I don't use the fireball now, I have effectively wasted it for the day. So do I risk it and throw the fireball now, or save it for later? This is a real decision to make, not merely the illusion of choice. Real decision making lies at the heart of player agency. Anything else is just throwing dice around.
    I would much rather be a player in a game than a dopamine powered combat script.

  6. 1 year ago
    Anonymous

    Shit meta restrictions are israeli

    • 1 year ago
      Anonymous

      Oh frick you right.
      Well I guess I'm off to play 4e then. You convinced me. Was going to avoid it but now I'm committed. Shalom goyim!

  7. 1 year ago
    Anonymous

    >Black person homosexual wasting dubs
    >And posts UO, game older than him
    kysa

  8. 1 year ago
    Anonymous

    I remember playing video games like Darkest Dungeon and somehow the characters are able to heal and buff themselves but only in the middle of a fight? But not 5 seconds after the fight or 5 seconds before the fight begins? Or when they're relaxed?

    Its just moronic and encourages this weird meta of beating the enemies to a pulp except for one, like you're in fricking Call of Duty Zombies, then healing and buffing yourself, then executing the last gimped enemy

    Why can't homies just design normal games with normal, logical out of combat mechanics that don't require some arbitrary combat restriction

    • 1 year ago
      Anonymous

      Because the point of darkest dungeon is that it is meant to build on tension by slowly wearing the party down by inducing more stress and damage until you need to decide if you can take the next room or need to camp or turn back. If you could just heal for free between combat then it wouldn't have this effect, you would just walk room to room, healing in between, never thinking about the chances you can survive what is to come.
      Granted, you are right. It does create this weird and uncomfortable meta where you keep somebody alive just so the bard can keep singing to reduce stress, which is pretty bad design. A better solution would be to have no abilities that heal or reduce stress at all, and in compensation make the enemies do a little less of those damage types. You walk in with a finite amount of sanity/hp and the only saving grace is going to be getting lucky on the resolve checks.
      So how can this be applied to tradition games? Just don't make resources free and easy.

      • 1 year ago
        Anonymous

        The over-regulation of player usage is a plague on modern games. Modern game designers are literal jannies who neurotically pore over their video games and make sure the player isn't allowed to have too much fun, so they add hard caps and timers on everything. Modern gaming is so gay

        • 1 year ago
          Anonymous

          >make sure the player isn't allowed to have too much fun
          See that is the problem. Modern players who seem to think using the ability is fun and so want their shitty encounter abilities or short rests or what ever else so they can use the ability more and more. Fricking dopamine addicts who just want to roll and dice over and over and over.
          Casting the healing spell isn't fun. Making a careful decision about when you should use the healing spell and being rewarded or punished based on the wisdom of your decision is fun. And you only get the opportunity to make that decision if it is a limited resource that you can't throw out every encounter.

        • 1 year ago
          Anonymous

          >The over-regulation of player usage is a plague on modern games. Modern game designers are literal jannies who neurotically pore over their video games and make sure the player isn't allowed to have too much fun, so they add hard caps and timers on everything. Modern gaming is so gay
          Dude what the frick are you talking about? Old games were much stricter about ability use.

          • 1 year ago
            Anonymous

            You have literally no idea what you're talking about
            Go play BG or Icewind Dale you moronic Zoomer

            • 1 year ago
              Anonymous

              > moronic Zoomer
              > BG or Icewind Dale

            • 1 year ago
              Anonymous

              >Go play BG or Icewind Dale you moronic Zoomer
              >moronic Zoomer
              >so they add hard caps and timers on everything.
              We're borderline going Ganker here, but... You think Modern gaming is bad? Son. Back in the day, they'd make video games literally impossible to beat.

              No. No, not-
              >It's too hard
              >the developers are just dicks trying to steal money
              >that's why the games are hard
              >thank god modern games are pay to win so I don't waste effort

              When I say impossible, I mean-
              >Game's final encounter is secretly coded to have negative hit points to begin with
              >therefore will never reach the 0 hit point victory flag because every attack is effectively moving it further away from 0 HP
              >developers host a grand prize of $500 worth of free gaming stuff for the first person to beat their impossible game
              >hacker finds out that the victory flag doesn't even exist and the arcade machine hard bricks if you someone heal the final encounter up to 0 HP

              And before you applaud for my creative writing, THIS WAS REAL!
              https://en.wikipedia.org/wiki/Gladiator_(video_game)

              Oh, and as for
              >Modern gaming is so gay
              Google "E.T. Landfill"

              TTRPGs have never had anything this bad, and that includes Satanic Panic and this OGL shit.

        • 1 year ago
          Anonymous

          game design is coming up with rules that limit players actions
          go back to your collab writing circle

  9. 1 year ago
    Anonymous

    But anon, encounter powers were short rest based. It's just that a short rest was a few minutes' respite instead of an hour or more.

  10. 1 year ago
    Anonymous

    Any time-limited-use abilities that aren't spells are fricking garbage.
    >bro our game is so original because you fight until you run out of good boy points then you have to sleep for 12 hours
    So engaging. So much tension. So much verisimilitude. DnD 3.5 started this cancer, but 4e and 5e really solidified its place in the game.

  11. 1 year ago
    Anonymous

    D&D was meant to be hack and slash puzzle game and these "combat abilities" have no place in it.

  12. 1 year ago
    Anonymous

    Arbitrary limit on the number of power uses is boring design regardless. No cost at all is better but doesn't add much interest and limits how powerful you can allow magic to be. Potential magic mishaps and stamina/health costs for strenuous actions is more interesting.

    • 1 year ago
      Anonymous

      >Potential magic mishaps
      Now THAT is also interesting design space. Much like having limited uses makes people have to make a meaningful decision about when to use an ability, so does mishap chance. It's a great design philosophy in general for higher tension games.
      What are your thoughts on escalating mischance vs a flat rate?

      • 1 year ago
        Anonymous

        For the kinds of games I GM I think I like weak magic to have low to no mishap chance but the more powerful stuff to have higher and higher chance of worse mishaps. Encourages creative use of weak magic but then if shit hits the fan the mages in the part have the option of taking a big risk to try and salvage the situation.

        If you want a game more about attritional dungeon crawls though scaling mishap chance up with use is a great way to do it.

        • 1 year ago
          Anonymous

          I like to run very attrition based dungeon crawls, but the players like to have a good feel for the kind of risk and reward involved. The fun isn't really in fighting the combat, it is in making the choice to take another room. With that in mind I don't think unlimited spells with a mischance is what we are looking for, but its still a great way to do spells.

          • 1 year ago
            Anonymous

            Fair enough. I don't ever run that stuff so you would know better than me. I just really like seeing my players holding their collective breath as I roll on mishap tables.

        • 1 year ago
          Anonymous

          >For the kinds of games I GM I think I like weak magic to have low to no mishap chance but the more powerful stuff to have higher and higher chance of worse mishaps.
          Also let's players choose their own spells without needing to impose artificial spell levels. If you want a powerful, high level spell out of the gate then sure, you can hate it. Just know that it is just as likely to kill you as anybody else, and you might find a novice spell with minimal failure chance to be better for you.

  13. 1 year ago
    Anonymous

    They all suck
    Magic stuff should cost a resource. Whether thats macguffin magic ingredients or mana or something. Makes for a more dynamic system that achieves the same result as number of casts per day. Also let's the caster choose to go big or dole it out a little at a time.

    Swinging a sword good or fancy should just be able to be done whenever. Why can a Battle Master only trip a dude 4 times before resting? Why can a barbarian only get mad a certain number of times a day? Dumb arbitrary limits

    • 1 year ago
      Anonymous

      Disagree.
      I like the idea that each morning I have to make a decision about if I want 2 fireballs and 1 haste or 1 fireball and 2 haste and a fireball, a haste and a fly, or what ever else, and then have to work with my itinerary.
      If I just have fireball, haste and fly at all times in interchangeable amounts then the game becomes reactive and no longer rewards decision making.
      Limitations are your friend and flexibility should be eschewed.,

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