• jjjalljs@ttrpg.network
    link
    fedilink
    arrow-up
    74
    arrow-down
    3
    ·
    1 year ago

    This is one of the reasons I’m really not happy with DND. I just don’t want to play a resource management game. I want to do cool stuff.

    There are lots of games that aren’t built around resource management and attrition, but unfortunately DND is so popular it sucks all the air out of the room.

    • Khrux@ttrpg.network
      link
      fedilink
      English
      arrow-up
      26
      arrow-down
      2
      ·
      1 year ago

      I do feel that slowly, edition by edition, D&D is moving closer to it’s recourse management being tied to it’s round based action economy which I actually enjoy.

      As a player, it’s already pretty easy to play this way, before counting subclasses, the rogue has literally no abilities that are limited by anything but once per turn, and if you pick some fun narrative spells as warlock and rely on invocations and eldritch blast, you can be totally effective without any resource management. Both of these exclude hitpoints of course but that is a pretty reasonable resource for a combat focussed fantasy game.

      • jjjalljs@ttrpg.network
        link
        fedilink
        arrow-up
        9
        ·
        1 year ago

        My understanding is that OneDnd was moving more towards per-long-rest instead of anything else. I haven’t been following it for a few months though.

        I would vastly prefer if powers were based on something more granular than long rest.

        • Khrux@ttrpg.network
          link
          fedilink
          English
          arrow-up
          2
          ·
          1 year ago

          Oh yeah it is but I’m not really counting that as a new edition, just a minor reshuffling of the 2014 rules.

    • 8bitMage@ttrpg.network
      link
      fedilink
      arrow-up
      7
      ·
      1 year ago

      Yeah, I hate that DnD is such a resource management game too. (More so that is is the ONLY game my group will consider playing.)

      I tend to horde any limited resource. TTRPG or video game.

      Is this group of mooks big enough to justify using power/spell/item X? Is there a bigger group around the corner? Is this just a lieutenant or the BBEG? Oh, this guy is monologueing, he must be the BBEG. But does his fight have multiple phases? OR is he just a puppet and the real BBEG is waiting for us to blow all our abilities.

      Doesn’t matter how narratively I’m engaged in the plot. I’ve got a tactically aware mind and these thoughts are always there.

      • jjjalljs@ttrpg.network
        link
        fedilink
        arrow-up
        2
        ·
        1 year ago

        Same.

        In my last DND game, where the wizard was extremely fast and loose with his spell slots, the DM gave him a free long rest in the middle of the final boss fight. It kind of sort of made sense for story reasons but not really. I was honestly kind of pissed. Like on the one hand the wizard was having fun. On the other like what’s the point if we’re going to do that. I’ve been here doing the tactical “this is how we can solve this problem with the fewest resources spent” and no one else is, and he gets this? Ugh.

        Even Baldur’s gate 3 betrayed me like this. There’s a lengthy sequence that I did with like no resources spent. It was slow and cautious but I knew there was a big boss at the end of it. And then they put a fucking full-rest fountain right before the boss fight. I could’ve been fireballing everything instead of playing smart!

        When it was my turn to DM, before the scene I just complained about, that wizard was practically begging for a long rest. No sir. You get multiple hard encounters and a race against enemies. Maybe don’t blow Hold Person on the fleeing civilian when the rogue has expertise and is ready to grapple next time.

        I’m much happier now that we’re playing a different system.

    • NotAnonymousAtAll@feddit.de
      link
      fedilink
      arrow-up
      9
      arrow-down
      2
      ·
      1 year ago

      Most abilities should be either “per round/turn” or “per encounter”.

      Abilities that are too powerful for that should either not exist or require significant preparation (enough for the opposition to have a chance to discover and interrupt it).

      Abilities that fall in the second category should automatically come with a less powerful variant in the first category.

      Maybe as a middle ground some player abilities could use the “roll for recharge” mechanic from powerful monster abilities.

      • Landsharkgun@midwest.social
        link
        fedilink
        English
        arrow-up
        4
        ·
        1 year ago

        I kinda disagree with all of this. Big abilities that come with in-universe complications are the bread and butter of RPGs. E.G. Connection: Mafia: You know a guy in the mafia you can ask for help, but he might want a favor later…

        Or think of things like Wish, etc.

        It kinda sounds like you want a wargame with a bit of story connecting the battles. Which is fine, but then just play a wargame I guess?

        • NotAnonymousAtAll@feddit.de
          link
          fedilink
          arrow-up
          5
          ·
          1 year ago

          I think we don’t actually disagree and I was just not precise enough in my original post.

          What I described above applies to abilities that are relevant in combat and any other type of encounter that the respective system mechanically treats as a conflict similar to combat. That absolutely does not mean other abilities should not exist, just that they should not be practically usable during an ongoing combat-like short term conflict.

          Also: Abilities that are useful in short term combat-like conflicts and abilities that are not should not compete for mechanical resources of any kind, that is never fun.

      • jjjalljs@ttrpg.network
        link
        fedilink
        arrow-up
        4
        ·
        1 year ago

        Someone else said similar in here, but as I said to them: that wouldn’t really solve the problem. Someone’s probably going to play a long-rest class, and the game will still have to be centered on that cadence.

        Though a game of no long rest classes does sound pretty good. Fighter, rogue, warlock… different warlock? Pinning everything to short rests I think would work much better for how people actually want to play.

        That aside, there’s a whole universe of other ways to balance games than per-rest. DND mostly just has the one and frankly I don’t enjoy it.