• 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   ( @Khrux@ttrpg.network ) 
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      1811 months 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.

    • You can play fighter or warlock. Dnd limits extreme power with spell slots and charges. Otherwise they’d have to nerf the upper power level. Can’t have people casting fire storm every few minutes. It’d ruin balance AND ensure you had to cast that every time to deal with increased threats.

      • Yes, but someone is probably going to play a long rest class and force the entire game to center around that cadence. And the long rest cadence kind of sucks for me.

        There are other ways to do game balance.

          • Fate is a general purpose RPG that doesn’t have any assumptions about a rest cadence. There are more specific games that use its rules (I think there’s a dresden files one that’s popular). Just the core rules work fine, but do require players to be more narratively minded and synchronized for it to really sing.

            I don’t know gurps very well but I don’t think it’s built around rests at all.

            I don’t think pbta games are generally built around a long rest cadence, either. They tend to have a lot of mixed success on ability use, rather than a hard limit.

            The wod/cofd games aren’t centered around long rests, either. In vampire: the requiem, for example, the cool vampire powers are pretty much all at-will, require blood, or sometimes willpower. Blood is mostly narratively limited - you can get it whenever you can find someone to bite, generally. Willpower comes back over time but faster if you hit narrative beats. But generally if you have, say, Dominate, you can just do the vampire dominating gaze on people. The games typically aren’t played as dungeon crawlers though, and the limits tend to be more social or “should you?” rather than DND’s “can you?”.

            One of the problems with the long rest cadence is the first fight is typically not a real threat. It’s only the last one where you’re strapped for resources that has real at hand tension. That kind of sucks, honestly. You see posts sometimes where people complain about filler fights that are just there to drain resources are kind of boring.

            Making everything per-encounter is probably the easiest fix for a dnd-like game. Make some classes ramp-up, some ramp-down, and some steady.

            •  Shyfer   ( @Shyfer@ttrpg.network ) 
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              11 months ago

              4th edition had a lot of that, but it doesn’t really fit for the dungeon crawler gameplay, which they were trying to make more possible again with 5th edition. Part of that story archetype is seeing resources whittled down as you get deeper and deeper into the dungeon, always wondering if you should go back up or if you should push deeper to get that big score. That’s where the tension comes from for that style of play. Same thing for wilderness travel expedition-type games.

              Those types of games aren’t for everyone, but DnD 5th edition has always been about trying to be everything for everyone. “Everyone’s 2nd favorite edition.” indeed lol.

              • You touch on an important point. The D&D long rest resource resource management system can make sense when you’re doing a dungeon crawl and you’re actually into the whole “do we have enough supplies to go deeper or do we turn back thing?” But my understanding is that’s not how most people actually play. There was a poll going around a couple months ago that revealed most D&D groups do one fight per long rest.

                If you’re just doing one fight per long rest, you’re doing per-encounter powers badly. That screws over the on-paper short-rest classes, and forces the story’s pacing to be slow to account for the “ok you sleep for another day” thing.

                •  Shyfer   ( @Shyfer@ttrpg.network ) 
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                  11 months ago

                  Haha ya, I actually do it properly and I’ve had players think my style nerfed spellcasters too much by spacing out long rests between encounters. No, I’m just playing it as designed and giving chances for everyone to shine, the fights where spellcasters can nova and the fights where martial classes or warlocks can pull their weight, too.

    • 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.

        • That sounds nice in theory, but actually charging stuff for several rounds while the encounter is already ongoing practically just means one player is doing nothing for most of the encounter. Not ideal.

          I was thinking more along the lines of preparation before the actual encounter even starts, e.g. setting up an ambush or the magical equivalent of building a trebuchet during a siege.

          • That seems pretty easy to design around. You could have powers that ramp up over turns instead of being nothing for several turns and then the big effect.

            So like a maelstrom spell. The second round reduces movement speed of enemies, the third round does small damage, the third round immobilizes, the fourth round does big damage.

            You can tweak a lot of variables there to make it tactically interesting. How many rounds before the first effect. How good are the intermediate effects. Consequences of being interrupted. Choices to make mid-channel. It could be a very cool way of doing spellcasters and it doesn’t need to be per-rest at all.

            Spells that need a longer out of combat prep time would also be interesting, like your magical trebuchet.

            Honestly if I was going to do a dnd-like game, sorcerers would be like my ramp up and wizards would be like your trebuchet. Wizards would be bad if they were surprised but they could build very specific spells ahead of time.

    • 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.