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.
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.
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.
Oh yeah it is but I’m not really counting that as a new edition, just a minor reshuffling of the 2014 rules.
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.
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.
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.
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?
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.
Those abilities would not be able to be used outside of combat then.
If you like large power scales and epic stories I very much recommend Earthdawn.
Sounds like you want to be a thief, a fighter, or a warlock that casts Eldridtch Blast all day.
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.
ELDRITCH BLAST
Guidance would also fit well.
I prefer the Warhammer Fantasy approach: if you can use magic, it’s at will as many times as you want it, but it can fail and, more importantly, backfire spectacularly.
Also, that DnD5 made cantrips scale up in power with player level is something I enjoyed at first, but the more I think about it, the less I like it. Especially when you can make a whatever 19 / warlock 1 and throw 4x 1d10 attacks at very long range at will.
Another system that does it well imo is Shadowrun. In 5th edition (never played the others) when you cast a spell you can take mental damage. If you cast the spell on a weak level you are fine but if you go full-out then you can KO yourself pretty quick. Especially if you roll bad on your damage resist roll.
In Shadowrun 5, you can take physical damage if you cast the spell at a powerful enough level.
5e is still balanced because of the opportunity cost. If you grab that 1 level in warlock, you’ll never get the level 20 perks of your main class. If you pick up that 1 warlock level when you’re around level 5 it means you’re postponing your next main class power spike by a whole level. The rewards have to be somewhat worth taking because of what you’re losing.
And to be fair, none of the official campaigns even play at level 20. It may sound OP doing that much damage at will but you’re missing the context. Your enemies at level 20 are basically going to be literal gods. You’re going to be playing a homebrewed campaign. Your DM has many tools available to make your level 20 cantrip balanced, not least of which is just scaling up the enemy HP.
I will take all the passive abilities please, I already have 5 hot keys assigned and will never remember anymore.
Yeah. I feel like as things keep changing, I’m growing less fond of TTRPG’s that are pure battles of attrition. It’s nice to have things you can use at will. Or if there is a limited resource, having a way to regain some of that resource on the fly makes for more dynamic game states.
PC Warlock (A): I finish my turn, open the door and take a short rest."
Me (GM): So you what, slump against the wall and take a nap?
PC Warlock (A): “Effectively.”
Me (GM): “You can clearly see an armored bandit in the next room, along with three skeleton archers and another set at the far wall.”
PC Warlock (A): “Can they reach me on this turn?”
Me (GM): “No?”
PC Warlock (A): “Can they hit me with a ranged attack, this turn?”
Me (GM): “Also no”
PC Warlock (A): “Short rest.”
Short rests take an entire hour though.
Those things don’t translate well to boardgame mechanics.
The biggest mistake I made with the Cleric I play in my current session is that I do have Guiding Bolt, a 1st level spell dealing 4d6 radiant damage with a spell attack, but not Word of Radiance, which deals 1d6 radiant damage against anyone whom I want to cast it on as a cantrip, or Sacred Flame, which does 1d8 radiant against a specific target, also as a cantrip. I’m pretty much going into my upcoming boss fight against a (presumed) vampire going “I want y’all to pin down and/or restrain the fucker, 'cause I get only one shot at this and I want to make it count.”
Fun fact: At my table I ruled Primeval Awareness to be a “use per day equal to proficiency modifier” rather than spell slots (there’s more to our change but that’s the TLDR version)
It was so damn expensive that the ranger at the table never used it before I made the ruling because, “that’s way too expensive for so little use,” which I agreed with
Currently we’re still testing the new version of it but we’re liking it so far, it’s still open for tinkering before we “add it to the rules board” but it’s soon going to be put there at this rate
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It’s less about increasing the uses and more about allowing them to keep their spells and still use it
I’m on the complete other side of the meme, give my wizards crossbows and Locate-City bombs, please
In my current 5e game, I have some items that have soft limits on how often you can use them, in that each time you use them you make a con save or gain a level of exhaustion, and the dc increases as you use them more, and the dc resets when you finish a long rest without any exhaustion.
I once made a sorcerer that used nothing but Prestidigitation along with a super high deception skill to be like the Chris Angel of Faerun because it’s a cantrip and I never run out of casts for it like I would with real spells.
“I cast prestidigitation as I shout ‘fireball’ and turn my wand into a sparkler.”
“The kobolds piss themselves and run away.”
If I can get wish, I will get wish.
I thought that before I started playing, but since then I have leaned further towards the first two.
Prestidigitates freely
Kineticist <3
*Resssource