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Cake day: July 3rd, 2023

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  • Ring of protection. Grants everyone around you protection in a fairly large radius. Might be useful for long range combat, maybe. Might also be useful to navigating certain environmental hazards.

    Boots of Flying. They can fly, but only have a carry weight of a few pounds. If you’re more than say ten pounds, the little wings flap but gain no altitude. They are not autonomous. Might be useful in condunction with other magics to reduce weight.

    Gauntlets of Ogre Might. Do not affect strength. They do tell you the odds of nearby ogres taking particular actions. They might do this, they might do that, and so on.

    Hammer of Striking. Social bonuses when organizing labor. Combat bonuses only when near many allies.

    Boots of Haste. Gain extra actions but large penalties to all checks. Haste makes waste. May be useful if combined with large bonuses or fixed outcomes (eg: DND diviner wizard).







  • Expendable resources is pretty core to the identity of D&D I think.

    I think this is true to an extent.

    For new players, or people who just know about D&D without playing it much, I don’t think spells-per-day would be in their list of core features. If I asked my non-rpg friends what they think is core to D&D, they’d probably say like “pretending to be an elf or dwarf”, “fantasy worlds with kings and dungeons and dragons”, and maybe “you roll a d20 and if it comes up 20 that’s a crit!”. Few to none of them would say “You can cast cool spells, but only twice and then you have to go to bed”. They likely expect a wizard to do wizardy stuff on the regular, which is contrary to D&D’s model of “a few times, and then you’re spent”. I really, truly, do not think spells-per-day is on a casual player’s wish list.

    For more enthusiast players, probably. But as discussed, a lot of them don’t actually like it. There’s the posts on reddit trying to fix the issue are pretty common, as you said. There are some players who probably like D&D for what it is, rather than what they’re forcing it to be, but I don’t think they’re the majority.

    And yet, for many of those players who don’t like this thing that is arguably core to D&D’s identity, they refuse to play another game. That’s what always drives me crazy. Like, if you want an easy narrative game, PbtA and Fate are just right there. PF2e I’m told is good if you want D&D but the rules work. But people keep playing D&D and keep having the same problems.

    (Also people who take D&D and try to turn it into a modern day game about secret vampires doing political intrigue: I cannot be friends with them. Vampire is right there! come on!)


  • Hm you’re right I do remember some of that.

    I remember a lot of people calling for the “gritty realism” variant, which I feel like is just making the problem worse. If I recall that one changes long rests into a week (in a safe place) and short rest into a day.

    I don’t think I ever saw anyone advocate for the heroic variant, that changes short rests to like a minute and long rests to an hour. That’s more like how players actually want to play, I think.

    Neither of those actually change the core problem.

    Personally I’d get rid of the whole per rest idea. Like, make wizard spells sequences- each round you channel more varied and powerful options open up. Sorcerer spells are risky, and if you flub the check you get a misfire. Warlocks spend stats to cast, and recover with a patron appropriate ritual. Just off the top of my head. There are so many more options than “check off the spell slot and the spell works”.


  • You want a coal plant cool, BUT if it is spewing crap into the air that we breath, it violates NAP and not allowed to operate.

    Most of the libertarians I’ve met don’t seem to believe that sort of thing. They might accept that punching someone is bad, but something complex like pollution they don’t accept.

    “I should be free to dump my garbage on my property! It’s mine!”

    “Yeah, but then you pollute the river and everyone down stream suffers”

    “…it’s my property!”



  • I don’t have any studies to back it up so I might be wrong. I wonder if anyone’s done any rigorous investigation into this. An old DND group never agreed with me when I’d bring up the topic, but they might have been more “it is what it is stop rocking the boat” than an active support for the concept.

    I’m pretty sure if you went into a DND space and suggested rebalancing the game so it’s not resting on (pun intended) powers per day, you’d get a lof of push back. Maybe I’ll go post a poll somewhere later.

    I’ve also met a few players who have somehow never considered any other way things could be. I had a friend in college I tried to get to play a world of darkness game. Powers in those games are either unlimited use, or bound by a renewable resource like blood. He was like “this sounds totally broken yo”.


  • There is also a flip side to this, DMs that let their players rest too often.

    I used to play in a group where we rotated who was DM’ing every couple weeks. Two of the DMs were very generous with their rests. I didn’t really like it, because that doesn’t feel like D&D to me. Also as a short rest class (Warlock), it’s irritating that I get my two whole spells, maybe four if we short rest, but the wizard blows his load on two fights instead of the recommended 5.

    When it was my turn, and I threw them in a longer dungeon without easy resting options, there was weeping.

    As a DM if you’ve miscalculated, double that monsters HP. Or if you’re about to overrun them, cut it in half.

    I know people do this, but I kind of don’t like it. I don’t really like the HP and other stats shifting around based on gut feel. Feels like we should just write a book if we’re going to fudge it.

    I prefer systems with more transparency, anyway. D&D is wacky about “how much HP does this knight have? Could be 20. Could be 200.” When I was playing a nWoD game, it was nice to know that any human is probably going to have about 7 health levels.


  • What they don’t acknowledge is that the long rest problem is something of a self-inflicted wound.

    No shit. Players don’t actually enjoy holding onto their powers all day. They want to use their cool powers.

    Some small, vocal, minority of players really enjoy the resource management game. Most people want to do cool shit every turn, not use a hand crossbow or shoot a cantrip. Spells-per-day has sucked the entire time I’ve played D&D, which admittedly is only 3.0 onwards. It has always caused pacing problems.

    Back when D&D 5e was being playtested, its early designs openly said that the recommended number of encounters between long rests was four - or as few as two if you throw some particularly challenging fights in there.

    They fucked up changing that.

    There are also many other ways powers and abilities could work that aren’t based on spells-per-day. D&D probably won’t adopt them. The population of people in the hobby also has a survivorship bias- most people enter through D&D, so the people who stick around are mostly people who find its quirks acceptable. Who knows how many players bounced off because they looked at this system and saw “I can cast my cool spells twice? That’s it?”






  • Reminds me of a thing from work that I think about pretty often.

    I worked someplace that prided itself on being “data driven”. They put stuff on the company tshirts like “Data > Feelings”. Real pretentious shit, but they seemed to pride themselves on making reasonable decisions based on facts and evidence. They’d made fun of other companies for doing stuff based on the whims of CEOs.

    One of the many articles came out about 4 day workweeks being beneficial for everyone involved. At one of the company meetings, someone brought it up and asked the CEO if we could look into it. He just said, “We’re not doing that.” Didn’t ask to read the article. Didn’t look at data. No discussion. Just a snap decision: no.

    People are emotional creatures and many of them are stupid, too. Stupid and spiteful.