mikestrauss
Squire
I can't understand how we are calling this a shift in the culture when what I described is literally how every single caster already works right now. Every resource of a caster is a daily resource. They literally always have the option to play over or under their average in any given fight. Acknowledging the potential for casters to bulldoze through a particular encounter by burning daily resources has always been part of the scaling equation. Heck, in my literal first year of playing the game I watched a caster destroy a module just by burning up half of his scroll supply (that he had been building up since the beginning of the game).
Even fighting classes in the current rule set (not the proposed rule set) have enough dailies to really explode in a single battle or two if they want to. I've seen plenty of players decide that some random encounter was the one where they were going to unleash every slay and every eviscerate in rapid succession.
These rules don't really change any of that. They offer more daily options for fighting classes and allow for more varied bursts, but nothing beyond what the system was already to handle. A 20th level caster has ~72 daily abilities. A current 20th level fighter has ~10-15, about half of which are defenses. Even doubling that doesn't really change the balance.
The only part where I partially agree with your analysis is that technically most resources aren't weekend resources (some are, like body and high magic). Technically, most resources are daily abilities. But a daily ability parallels a weekend resource in a rather trivial way, in terms of scaling. In scaling terms, it is like thinking of two back to back events that each have separate resource pools. But thinking of it as a single event and just trying to make sure that day one and day two are roughly equal works pretty much just as well.
Monster design in the new edition will change because PCs have different average damage output. That is a given. But that isn't really relevant to the philosophy of designing rules with average weekend effectiveness (or average daily effectiveness, if you prefer) as the top concern instead of single encounter effectiveness. Sure, sometimes things go off the rails and you need to adjust on the fly. That is also an inherent part of scaling. But scaling has both a strategic element and a tactical in-the-moment element, and is honestly really only tangential to this discussion.
Our rules currently are based on weekend / daily play. That is very clear in how they are constructed. They are literally maximized for that type of play. That is why I am dumbfounded that so many are objecting to using that standard as the benchmark for rules analysis. It isn't an unreasonable standard. Literally every chapter in our game runs weekends.
-MS
Even fighting classes in the current rule set (not the proposed rule set) have enough dailies to really explode in a single battle or two if they want to. I've seen plenty of players decide that some random encounter was the one where they were going to unleash every slay and every eviscerate in rapid succession.
These rules don't really change any of that. They offer more daily options for fighting classes and allow for more varied bursts, but nothing beyond what the system was already to handle. A 20th level caster has ~72 daily abilities. A current 20th level fighter has ~10-15, about half of which are defenses. Even doubling that doesn't really change the balance.
The only part where I partially agree with your analysis is that technically most resources aren't weekend resources (some are, like body and high magic). Technically, most resources are daily abilities. But a daily ability parallels a weekend resource in a rather trivial way, in terms of scaling. In scaling terms, it is like thinking of two back to back events that each have separate resource pools. But thinking of it as a single event and just trying to make sure that day one and day two are roughly equal works pretty much just as well.
Monster design in the new edition will change because PCs have different average damage output. That is a given. But that isn't really relevant to the philosophy of designing rules with average weekend effectiveness (or average daily effectiveness, if you prefer) as the top concern instead of single encounter effectiveness. Sure, sometimes things go off the rails and you need to adjust on the fly. That is also an inherent part of scaling. But scaling has both a strategic element and a tactical in-the-moment element, and is honestly really only tangential to this discussion.
Our rules currently are based on weekend / daily play. That is very clear in how they are constructed. They are literally maximized for that type of play. That is why I am dumbfounded that so many are objecting to using that standard as the benchmark for rules analysis. It isn't an unreasonable standard. Literally every chapter in our game runs weekends.
-MS