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Switch to Forum Live View Legends and Lore: The Five-Minute Workday
11 months ago  ::  Jul 15, 2012 - 9:45PM #11
Black_Knight999
Date Joined: Aug 1, 2008
Posts: 1,107

Jul 15, 2012 -- 9:30PM, ankiyavon wrote:


Resource management on a strategic scale is impossible in a purely encounter-based system.  Further, a purely encounter-based system mandates that every single encounter be a world-ending life-threatening fight, or it's simply a waste of time.


Balancing everything around encounters is artificial, unnecessary, and poor design, because it locks out legitimate gameplay elements and attempts to solve a problem that does not exist and has never existed in any campaign that is actually run by a DM (as opposed to in video games such as NWN, where the 5-minute workday was actually a real problem).




Balancing everything around the "adventuring day" is artificial, unnecessary, and poor design. As a DM, I will be forced to arbitrarily assault the PCs with random encounters whenever they rest in order to maintain game balance and discourage the wizard from unloading all his powers at once. It deliberately prevents me from running a game where the PC's fight once or twice per day.

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11 months ago  ::  Jul 15, 2012 - 9:52PM #12
anjelika
Date Joined: Jun 9, 2012
Posts: 2,025
Yadda yadda poor design, poor design, poor design, bad design, shoddy design, sloppy design, ad nauseum.  We know, we heard you the first 3 times you said 'bad design'.

Reading the article, one would think that perhaps designers have realized that 'the game is the mechanics!' was/is a doomed concept and that the answer is to provide -guidelines- and teach DM's how to handle their games properly as well as (the already-announced) toning down of wizards. 

...now where have I heard that before?  I know someone with a panda avatar who's been saying that for a while now...what's her name again...?  Gah.  It eludes me at the moment.

I support this idea, Mr. Mearls.  Keep up the good work.   But...do take a look at reinstating at least -some- of the old casting restrictions, eh?
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11 months ago  ::  Jul 15, 2012 - 9:56PM #13
Alpha_dork
Date Joined: Sep 12, 2007
Posts: 252
*Sighs*


If this is the design philosphy of MM and Co. moving forward then it looks like D&D Next will not be the game for me.


For the record, I've always dealt with the "5 Min Workday" by simply telling my groups that they get to recover their spells, etc (extended rest in 4E) when I allow it and not before. There have been times that no rests were granted for 3+ sessions.

The reason I'm concerned is reading between the lines about what this means for the classes and their options and choices.

Wizards and Clerics will get multiple options via their spells (play test materials suggest a Vancian style magic system)

Fighter and Rogue - here are your flat sets of bonuses and themes, no new toys required.


Until I see something different in the new play test materials suggesting otherwise all hope I had for a game that blended the "good stuff" from all editions is gone.


Huzzah to the grognards - the day is yours.


Hmm - maybe I can get into the next 13th age play test.
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11 months ago  ::  Jul 15, 2012 - 9:56PM #14
Lawolf
Date Joined: May 4, 2008
Posts: 4,204
To recap:
What are they doing about the 5 minute work day?  Nothing

What this means for caster:? You blow a spell at the wrong moment and you are out of luck for the whole day.  Alternatively if you stock up on social or utility spells you won't be able to meaningfully contribute in combat.

What this means for non casters: Your HP is your daily resource.  So getting crit, ganged up on, or any number of random things could cause you to run out of HP early, thus forcing a premature rest.  Congrats! You are now the number cause of your party's 5 minute workday problems.

What this means for combats: Nothing at all actually povides a challenge.  If HP is expected to go down by 25% a fight and you are expected to have 4 fights a day then: The first 3 fights are are going to have no chance to kill the party and the last fight can easily be easily skipped by prematurely resting.  

What this means for the DM: You can no longer plan to have a low combat game.  You must have X number of rounds of combat per day.  Too few and casters will be too powerful.  Too many and the fighter's HP won't be able to take it  and he dies.

What this means for monsters: A monster must have very few HP and far less damage than a PC.  If they have numbers approaching the PCs then the wole HP as a daily resource thing falls apart.  Monsters can only be expected to do about 37% Max HP in damage a fight given the current HP and Hit Die mechanics (if we assume 4 fights per day).
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11 months ago  ::  Jul 15, 2012 - 10:02PM #15
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,041

Jul 15, 2012 -- 9:19PM, AJGibson wrote:

The article starts by bringing up the point that characters will want to rest after the first fight, and then talks about guidelines for DMs. If players want to rest after the first fight, how will the DM stop them?



I'd like to know that too.

It seems they're going to go another edition without adressing the problem beyond the cop-out "You're the DM, you figure it out" response. Well great Mearls, why are we buying this edition again?


That's what I want to know. Is the DM supposed to brow beat them into multiple encounters per day? What is the DM's plot doesn't call for multiple encounters per day




Yeah, honestly I hate the idea that there has to be some mandatory number of encounters per day to balance the game. 4E did a much better job with it at least where everyone was on the same power schedule. Though optimally i'd like to see daily powers go away entirely. If they want vanican powers, that's fine, but have them refresh per adventure instead of per day, or something similar.

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11 months ago  ::  Jul 15, 2012 - 10:08PM #16
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,395
Amen. “Ideally, Id like to see daily power go away entirely.”



By the way, I updated my post #7 with ideas for solving the problem with per-day spells.
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11 months ago  ::  Jul 15, 2012 - 10:14PM #17
Larry_Hunsaker
Date Joined: Mar 5, 2009
Posts: 101
Balance cannot happen in a vacuum. You must start with a baseline from which you assess balance between options. That is all this article is dealing with, what is the baseline assumption used to balance options. It is a pretty good one actually, since you always want the baseline to envelope all options. An encounter based baseline fails to properly account for daily powers, leading to a 5-minute workday (5-MWD). It can work, if you impose an artificial limit on when you can take an extended rest, but without that bit of hard control, it can devolve into the 5-MWD.

So using an adventure day as your baseline avoids the need for any artificial limiting of the periods you failed to cover, since you cover all options in that timeframe (assuming there are no new class of powers called "Milestone" powers which only recharge when the DM says you reach a Milestone, which could be after several adventure days).

However it does mean that your balance act becomes more complex. An encounter based design only needs consider encounter and at-will powers primarily, with daily powers being the "wild card" that cannot really be balanced for as well since they lay outside the timeframe. But an adventure day based design, while accounting for daily powers, now has to deal with daily, encounter and at-will powers. Furthermore, if encounter powers are still used, there needs to be a new baseline for how long a typical encounter should last, just like they have one for how long (or how many mob level-rounds) adventure days last. Otherwise they will run into unbalanced encounter powers vs. at-wills and dailies. 

This means that whatever they assume as the baseline, the DM will know and can take into account changes he makes for his runs and adjust knowingly. If fighters are "surfers" that is, they rule when waves of mobs come at you, not all at once, and wizards are "blasters" who rule with mobs bundle up for them all at once, then you as the DM can know that wizards will shine in rush encounters and fighters in wave encounters. You can balance the two to make sure all have their time in the sun.

Think of modern combined arms tactics. Infantry, Armor, and Airpower each have their role. Each are good and poor at certain things. They must be used together and in the right combination to achieve success. So groups need to use combined arms tactics as well, with fighters and wizards covering each other's weak spots. Wizards need to be sure not to blow their wad too soon, or they will not perform when a rush hits them group, having wasted their power when it was not ideal to use it.

Not sure how this baseline will stop extended rests from happening before the adventure day is up, that was not described, and it is the key to it all. If they do not make it somehow part of the powers themselves, it will just end up being an artificial limit imposed on the PCs, which is a way to do it, but it would be more pleasing to somehow make it a natural outcome from the way the powers work inherently. For example, a cool-down mechanic could achieve this, so a daily power has a long cool-down time, or not the power itself, but the user I should say. So a wizard can cast say 2-3 daily type spells before using up his reserves. Those would replenish overtime, slowly, faster when resting perhaps, with the balance being you recover fully after 24 hours (or whatever time is decided). Some daily powers use up more of these reserves than others. This is like the power point system, or mana system, you just need to balance it so the points come back when you think they should. If they come back so that the wizard might case another daily or 2 without sleeping due to just the normal non-resting recovery rate, after depleting himself previously, then you need to account for that in your balance. 

Encounter type powers might not use mana in this case, which would represent deep reserves of great power. Encounter powers could draw on shallow reserves, giving less power, but much faster recovery. So you would have a long term tracking for mana, but short term for this other power source, say no recharge rate even needed for it, just say it recharges when you "take 5". Maybe a wizard could choose to weaken himself in the mana side for more encounter side strength, or the other way around. If they balance it well, this can help DMs know how things work and if they diverge from it for certain cases, trying to achieve it overall in average, they know the distortions it will produce. If those are limited, allowing certain choices to shine but then other choices to shine later on, it should work. 
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11 months ago  ::  Jul 15, 2012 - 10:18PM #18
mexrage
Date Joined: Nov 30, 2010
Posts: 1,497

Jul 15, 2012 -- 9:56PM, Alpha_dork wrote:

*Sighs*


If this is the design philosphy of MM and Co. moving forward then it looks like D&D Next will not be the game for me.


For the record, I've always dealt with the "5 Min Workday" by simply telling my groups that they get to recover their spells, etc (extended rest in 4E) when I allow it and not before. There have been times that no rests were granted for 3+ sessions.




My party taking extended rest depends on the plot/situations.  When time is of the essense, they will not take extended rest (or even short rests), ofcourse...i am DMing 4e, and they can still relly on encounters. Surges per day is probably the only thing that will push them to retreat to extended rest right now, but surges it's now spread more evenly between charactersnow that they have a artificer.

Ofcourse, it is also because the RP character leader of the group is a very bold character.

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11 months ago  ::  Jul 15, 2012 - 10:26PM #19
Lady_Auralla
Date Joined: Feb 27, 2010
Posts: 818

Jul 15, 2012 -- 9:38PM, Mournblade94 wrote:

Jul 15, 2012 -- 9:19PM, AJGibson wrote:

Summary: if the day is too short, casters shine, if it is too long, non-casters shine, so Next will provide tools for the DM to handle this problem.

The article starts by bringing up the point that characters will want to rest after the first fight, and then talks about guidelines for DMs. If players want to rest after the first fight, how will the DM stop them? That's what I want to know. Is the DM supposed to brow beat them into multiple encounters per day? What is the DM's plot doesn't call for multiple encounters per day




I have always managed to control the five minute workday by making time meaningful.  Things in my campaign are USUALly time sensitive.  This may be one reason why I never had a problem with fighter/wizard disparity. 

I didn't even have to try to make the day long.  Making time meaningful in the campaign is the first step in squashing a five minute work day.

And if you have the 5 minute workday problem, there is simply the case that the body does not function with 5 minutes of activity and 8 hours of rest.  Sleep deprivation will still kick in. 

The 5 minute workday is a metagame element that is very easy to avoid, and always has been.




Do your players ever make train noises at you or roll their eyes with same old tired approach?

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11 months ago  ::  Jul 15, 2012 - 10:30PM #20
Mournblade94
Date Joined: Aug 18, 2007
Posts: 1,926

Jul 15, 2012 -- 10:26PM, Lady_Auralla wrote:

Jul 15, 2012 -- 9:38PM, Mournblade94 wrote:

Jul 15, 2012 -- 9:19PM, AJGibson wrote:

Summary: if the day is too short, casters shine, if it is too long, non-casters shine, so Next will provide tools for the DM to handle this problem.

The article starts by bringing up the point that characters will want to rest after the first fight, and then talks about guidelines for DMs. If players want to rest after the first fight, how will the DM stop them? That's what I want to know. Is the DM supposed to brow beat them into multiple encounters per day? What is the DM's plot doesn't call for multiple encounters per day




I have always managed to control the five minute workday by making time meaningful.  Things in my campaign are USUALly time sensitive.  This may be one reason why I never had a problem with fighter/wizard disparity. 

I didn't even have to try to make the day long.  Making time meaningful in the campaign is the first step in squashing a five minute work day.

And if you have the 5 minute workday problem, there is simply the case that the body does not function with 5 minutes of activity and 8 hours of rest.  Sleep deprivation will still kick in. 

The 5 minute workday is a metagame element that is very easy to avoid, and always has been.




Do your players ever make train noises at you or roll their eyes with same old tired approach?




Its so nice when people make non sensical assumptions.

You have no idea what my approach is or more appropriately what the aprroaches are.



CAMRA preserves and protects real ale from the homogenization of modern beer production. 

D&D Grognards are the CAMRA of D&D!
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