I frequent quite a few message boards that focus on d20 gaming. As many people are, I am excited about Pathfinder RPG. However, the majority of posts on these message boards miss the point of PFRPGs existence. Most people seem to think that it's supposed to be a direct competitor to DnD 4.0, or that it's supposed to fix everything wrong with 3.x while still somehow remaining backward compatible. The purpose of PFRPG, however, isn't to make huge amounts of sales and compete with 4th Edition. Of course, I doubt Paizo would mind if PF sales went through the roof, but their core compentency isn't core rulebooks, but adventure paths. In fact, I think PFRPG is designed mostly to allow Paizo to design an adventure for PFRPG, and to have people who still run 3.x pick it up and play with no problem.
With those things said, I don't think PFRPG will solve all the problems with 3rd Edition, nor will it revolutionize gaming by bringing the independent mindset and....er...yeah. It will fix things where it can, however. It can only touch things that are player-side. Monsters and "DM stuff" is off limits, because that has to interact with 3rd edition. Fortunately, many of the things most wrong with 3rd Edition are player-side. Unfortunately, quite a few -- like magic item dependency and power disparity between casters and non-casters -- aren't.
Still, I look forward to picking up the PFRPG book and possibly some adventure paths. I'm not looking for something revolutionary, but I am looking for more of the same.
Wednesday, July 9, 2008
Tuesday, January 15, 2008
Odd Post: Savage Worlds
This post will not have anything to do with Dungeons and Dragons or other d20 system games.
I have been thinking about creating my own (very small) robust generic game system. I wanted it to be fast, easy to learn, easy to dice. At the same time, I wanted the math to be normalized, necessitating multiple dice and lots of addition. I wanted to make a game that would let me run combats between 10 combatants on each side without taking a weekend to run them.
While I was still brainstorming how I wanted my solution to look, I realized that my gaming has been limited to mostly d20 games. I searched about the interwebs for generic systems from which I could borrow (steal!) ideas. I found Savage Worlds, and decided to pick it up (it's only $10). Getting it was an adventure in itself, but the interesting thing was when I opened the book.
It was the system I was looking for. It did everything I wanted to, and in ways I'd have never thought to approach things. It's fast to run, fast to make characters and faster still to make NPCs (you just make up the stats).
Now, I just need to find a group :(
I have been thinking about creating my own (very small) robust generic game system. I wanted it to be fast, easy to learn, easy to dice. At the same time, I wanted the math to be normalized, necessitating multiple dice and lots of addition. I wanted to make a game that would let me run combats between 10 combatants on each side without taking a weekend to run them.
While I was still brainstorming how I wanted my solution to look, I realized that my gaming has been limited to mostly d20 games. I searched about the interwebs for generic systems from which I could borrow (steal!) ideas. I found Savage Worlds, and decided to pick it up (it's only $10). Getting it was an adventure in itself, but the interesting thing was when I opened the book.
It was the system I was looking for. It did everything I wanted to, and in ways I'd have never thought to approach things. It's fast to run, fast to make characters and faster still to make NPCs (you just make up the stats).
Now, I just need to find a group :(
Tuesday, January 1, 2008
Eighth Post: Magical Combat
In the interest of taking the premises of magic to their logical conclusion, and to see what kind of world would result from that, I did a thought experiment with life in a highly magical society. Because warfare is one of the many things that shape human existence, and because the magic systems described in DnD and AE focus so highly on it, I chose to first go through an invasion. I am aware that other factors, such as food production rates, population densities have a huge factor on how civilizations develop, but in the short scope of a typical roleplaying campaign, these things are more part of setting than "how things are done." While I did this thought experiment with both D&D 3E rules and Arcana Unearthed/Evolved, the AE ruleset yielded the more interesting world. The D&D ruleset lacks some important defense spells and therefore focuses almost exclusively on offense. Finally, in both cases the rules suggested strongly a single resulting political entity spanning the whole world. Because this isn't particularly interesting, I'll discuss the ways of limiting the power of the characters in specific ways first.
Traditionally over the course of human history, several factors have been important in how unified or isolated an area is. There factor combine into a single factor of "how difficult is it to get from one place to the next." Mountain ranges, deserts, forests, steppes and rivers have been the traditional limiting factors for expansion of empires. In AE, these are non-factors once the movers and shakers of the world get to 9th level (teleport).
Also, while on an small scale combat is about the superior use of tactics and weapons, on the large scale it is about the application of a large amount of force in important areas. As such, strategic combat has been about information control, intellience, mobility and supply lines. Teleport increases mobility, Scrying increases intelligence gathering, Security increases counter intelligence and the high power of PC-classed individuals removes the need for supply lines.
The above two paragraphs hint at what is one of the first conclusions I reached in my thought experiment. Specifically, PC-classed individuals (I'll call them Heroes in the Greek sense as a shorthand), in particular high-level ones, are far superior to ordinary armies. While they cannot stand toe-to-toe in a pitched battle with an army, their extremely high mobility and concentrated firepower mean that they can hit supply lines and support personnel before the army is arrayed and get out of the situation as soon as a response begins to form up. The army they oppose would simply starve. As such, any competent commander would send in teams of Heroes to remove the Heroes of the opposing side before even beginning to move his army. The actual invasion is an afterthought, as once one side is devoid of Heroes, the outcome is already decided. So, with these things in mind, let's proceed to the first stage:
PRE-INVASION
Information gathering is the key part of this stage. Divinations, spies and informants are used. Spells like Unknown and Security are used to protect key areas of decision making and fall-back shelters.
FIRST STRIKE
The first strike contains teams of Heroes to attack other Heroes in a Scry-and-Die fashion. Lower level Heroes matched up against similar opposition may have to move in on horses, but for the very powerful individuals (above 8th level), Scry-and-Die is the order of the day. The attacking teams are likely to try to catch enemies outside of safety areas and preven them from leaving. If they teleport to the outskirts of a Secured area, the defenders are like to get away.
The defenders will oppose the attackers if the attackers have underestimated the defending force. However, for the most part, they will move back to several fallback locations, form up into larger groups, and hit the attacking teams (if they're still there). This Cat and Mouse game is likely to continue for a while, as moving in an army now would be suicide. Ambitious commanders may move their army in as bait for the defenders, but it would surely be protected by some of the invading Heroes. If this part of the invasion fails, the invaders are quite likely to pack it up and go home (while leaving some nasty surprises at the home bases of the defenders).
THE FOLLOW THROUGH
The invading army moves in. The defending army is either defeated quickly, or more likely disbands itself before the invaders get there. While being in home territory would give the defending army an advantage in supply, without the defending Heroes the invading Heroes could pick it apart. The invasion is then over.
THE RESISTANCE
If any of the defending Heroes survived, they either move on or form a resistance. The Secured fallout shelters are a good base of operations for guerrilla raids against isolated invading Heroes. If they can lower their numbers sufficiently, they may pull back, or even be destroyed by the defenders. Either of these outcomes, however, is unlikely.
Traditionally over the course of human history, several factors have been important in how unified or isolated an area is. There factor combine into a single factor of "how difficult is it to get from one place to the next." Mountain ranges, deserts, forests, steppes and rivers have been the traditional limiting factors for expansion of empires. In AE, these are non-factors once the movers and shakers of the world get to 9th level (teleport).
Also, while on an small scale combat is about the superior use of tactics and weapons, on the large scale it is about the application of a large amount of force in important areas. As such, strategic combat has been about information control, intellience, mobility and supply lines. Teleport increases mobility, Scrying increases intelligence gathering, Security increases counter intelligence and the high power of PC-classed individuals removes the need for supply lines.
The above two paragraphs hint at what is one of the first conclusions I reached in my thought experiment. Specifically, PC-classed individuals (I'll call them Heroes in the Greek sense as a shorthand), in particular high-level ones, are far superior to ordinary armies. While they cannot stand toe-to-toe in a pitched battle with an army, their extremely high mobility and concentrated firepower mean that they can hit supply lines and support personnel before the army is arrayed and get out of the situation as soon as a response begins to form up. The army they oppose would simply starve. As such, any competent commander would send in teams of Heroes to remove the Heroes of the opposing side before even beginning to move his army. The actual invasion is an afterthought, as once one side is devoid of Heroes, the outcome is already decided. So, with these things in mind, let's proceed to the first stage:
PRE-INVASION
Information gathering is the key part of this stage. Divinations, spies and informants are used. Spells like Unknown and Security are used to protect key areas of decision making and fall-back shelters.
FIRST STRIKE
The first strike contains teams of Heroes to attack other Heroes in a Scry-and-Die fashion. Lower level Heroes matched up against similar opposition may have to move in on horses, but for the very powerful individuals (above 8th level), Scry-and-Die is the order of the day. The attacking teams are likely to try to catch enemies outside of safety areas and preven them from leaving. If they teleport to the outskirts of a Secured area, the defenders are like to get away.
The defenders will oppose the attackers if the attackers have underestimated the defending force. However, for the most part, they will move back to several fallback locations, form up into larger groups, and hit the attacking teams (if they're still there). This Cat and Mouse game is likely to continue for a while, as moving in an army now would be suicide. Ambitious commanders may move their army in as bait for the defenders, but it would surely be protected by some of the invading Heroes. If this part of the invasion fails, the invaders are quite likely to pack it up and go home (while leaving some nasty surprises at the home bases of the defenders).
THE FOLLOW THROUGH
The invading army moves in. The defending army is either defeated quickly, or more likely disbands itself before the invaders get there. While being in home territory would give the defending army an advantage in supply, without the defending Heroes the invading Heroes could pick it apart. The invasion is then over.
THE RESISTANCE
If any of the defending Heroes survived, they either move on or form a resistance. The Secured fallout shelters are a good base of operations for guerrilla raids against isolated invading Heroes. If they can lower their numbers sufficiently, they may pull back, or even be destroyed by the defenders. Either of these outcomes, however, is unlikely.
Wednesday, December 26, 2007
Eighth Post: Magic Part 2: Combat
Combat magic in DnD and AE has a few problems that make it generally superior to warrior and skill monkey classes. The fundamental problem boils down to the same thing it has with skills: it bypasses standard mechanics.
So, DnD/AE combat magic bypasses standard mechanics. In this case, standard mechanics are hit points and action denial (stunning). While there are spells that do these things, the presence of more powerful spells renders these spells useless. The the mechanic magic systems use to replace HP and the rest is the saving throw, and the powerful spells I'm referring to are called Save-or-Suck.
When a fighter delivers a solid blow to an enemy, the hurt he deals to his enemy is expressed in hit point loss. When a rogue places a dagger between a guard's ribs, it's hit points that suffer. But when a Wizard casts Finger of Death or a Cleric casts Hold Person, these mechanics are completely bypassed by a saving throw roll. A saving throw which is scaled to keep the roll relevant, but one that, if failed, will take a character out of the fight. This isn't fun because it shortens the fight, but also because it takes away the achievement of the Fighter and the Rogue. For what reason were they so intent on stabbing the Orc Chieftain if the Mage was just going to cast Dominate on him? Or Prismatic Spray, or one of a dozen other Save-or-Suck spells. How interesting would the game be if every time a fighting class hit someone with a weapon, that person died? Heck, even if they had to save or be stunned for the duration of the fight? Not very. And yet, that is exactly what the saving throw mechanic accomplishes. When you hit someone with a sword, you deduct HP, but when you "hit" someone with a spell (bypass the standard defense, the saving throw), that person acts as if their "magic hit points" were completely emptied by the attack.
Now, there's the issue of these spells being "rare" in that the party has only so many of them. And this is a good balancing mechanic if your party always prepares a whole spectrum of spells, with only a few of them Save-or-Suck. But no one bothers preparing direct damage for the very reason that SoS spells are superior to everything else, and therefore are the only choice.
If we want to see how to properly do the kind of powerful effects commonly found in magic without unbalancing the game, we can look to Iron Heroes. Things like adding penalties is pretty easy to do, but the penalties are small, although they last through the whole encounter. Action Denial is expensive and lasts only a short while -- not long enough to take an opponent out of the fight, but long enough to weaken him.
So, DnD/AE combat magic bypasses standard mechanics. In this case, standard mechanics are hit points and action denial (stunning). While there are spells that do these things, the presence of more powerful spells renders these spells useless. The the mechanic magic systems use to replace HP and the rest is the saving throw, and the powerful spells I'm referring to are called Save-or-Suck.
When a fighter delivers a solid blow to an enemy, the hurt he deals to his enemy is expressed in hit point loss. When a rogue places a dagger between a guard's ribs, it's hit points that suffer. But when a Wizard casts Finger of Death or a Cleric casts Hold Person, these mechanics are completely bypassed by a saving throw roll. A saving throw which is scaled to keep the roll relevant, but one that, if failed, will take a character out of the fight. This isn't fun because it shortens the fight, but also because it takes away the achievement of the Fighter and the Rogue. For what reason were they so intent on stabbing the Orc Chieftain if the Mage was just going to cast Dominate on him? Or Prismatic Spray, or one of a dozen other Save-or-Suck spells. How interesting would the game be if every time a fighting class hit someone with a weapon, that person died? Heck, even if they had to save or be stunned for the duration of the fight? Not very. And yet, that is exactly what the saving throw mechanic accomplishes. When you hit someone with a sword, you deduct HP, but when you "hit" someone with a spell (bypass the standard defense, the saving throw), that person acts as if their "magic hit points" were completely emptied by the attack.
Now, there's the issue of these spells being "rare" in that the party has only so many of them. And this is a good balancing mechanic if your party always prepares a whole spectrum of spells, with only a few of them Save-or-Suck. But no one bothers preparing direct damage for the very reason that SoS spells are superior to everything else, and therefore are the only choice.
If we want to see how to properly do the kind of powerful effects commonly found in magic without unbalancing the game, we can look to Iron Heroes. Things like adding penalties is pretty easy to do, but the penalties are small, although they last through the whole encounter. Action Denial is expensive and lasts only a short while -- not long enough to take an opponent out of the fight, but long enough to weaken him.
Friday, December 21, 2007
Seventh Post: Magic Item Costs
Frank and K have talked about the price of magic items and the ridiculous amount of gold that you'd be carrying around to pay for them. They addressed it by using a "Wish economy," where you can get anything for 15,000 gp and almost nothing for 15,001+ GP. I approached the problem a little differently, in light of the thoughts expressed in the Wealth by Level post.
In the DMG for 3E, there are guidelines for how many gold pieces each magic item is worth. This is a great thing because you can just total up the value of your gear and know if you're on track for how much power you should have. This is a bad thing because now you can potentially head off to Ye Olde Magick Shoppe and buy yourself a Longsword +2. Also, if you were to sell your Longsword +2, you could hire a small army. And is +2 to hit and damage really as important as having a large number of paid professionals capable of stabbing people at your disposal? What's more, once you can afford that +2 Longsword, you can also afford one of each of the best pieces of non-magical equipment. This means that beyond character level 2, the cost of non-magical goods is really a non-issue. There are many reasons why there are only three kinds of armor (best light, best med, best heavy) worn by most adventurers, and this one's one of them.
To deal with this issue, replace the gold piece cost of magic with some other tracking mechanic, and look that value up on the Wealth Per Level chart in the DMG. I'll call mine Magical Essence. So, a Longsword +2 is worth 8000 Magical Essence and 375 GP. Magical Essence can be exchanged for GP at whatever rate the you set. You can set it at 1:1 and have essentially the same price for magic. You can set it at 100:1 and have magic be so expensive that the king of a nation could buy a Longsword +2, but he'd have to sell half the nation. Most magic items would be exchanged through trade in kind or through favors. This also means that there's suddenly a reason to wear Splint Mail and Half-Plate, if your DM is stingy with gold.
Also, if you're looking to magic item creation, you can hand out chunks of stuff (feathers, gems, dragon hearts, etc) that have the property "has XX amount of Magical Essence, usable for item crafting." Since only the DM can hand those out, you now have a more direct control on the amount of magical wealth your players have. Or, since wealth doesn't equal power, you could have adventurers seeking out treasures of Magical Essense to make their own items. Instant Adventure Idea (tm).
In the DMG for 3E, there are guidelines for how many gold pieces each magic item is worth. This is a great thing because you can just total up the value of your gear and know if you're on track for how much power you should have. This is a bad thing because now you can potentially head off to Ye Olde Magick Shoppe and buy yourself a Longsword +2. Also, if you were to sell your Longsword +2, you could hire a small army. And is +2 to hit and damage really as important as having a large number of paid professionals capable of stabbing people at your disposal? What's more, once you can afford that +2 Longsword, you can also afford one of each of the best pieces of non-magical equipment. This means that beyond character level 2, the cost of non-magical goods is really a non-issue. There are many reasons why there are only three kinds of armor (best light, best med, best heavy) worn by most adventurers, and this one's one of them.
To deal with this issue, replace the gold piece cost of magic with some other tracking mechanic, and look that value up on the Wealth Per Level chart in the DMG. I'll call mine Magical Essence. So, a Longsword +2 is worth 8000 Magical Essence and 375 GP. Magical Essence can be exchanged for GP at whatever rate the you set. You can set it at 1:1 and have essentially the same price for magic. You can set it at 100:1 and have magic be so expensive that the king of a nation could buy a Longsword +2, but he'd have to sell half the nation. Most magic items would be exchanged through trade in kind or through favors. This also means that there's suddenly a reason to wear Splint Mail and Half-Plate, if your DM is stingy with gold.
Also, if you're looking to magic item creation, you can hand out chunks of stuff (feathers, gems, dragon hearts, etc) that have the property "has XX amount of Magical Essence, usable for item crafting." Since only the DM can hand those out, you now have a more direct control on the amount of magical wealth your players have. Or, since wealth doesn't equal power, you could have adventurers seeking out treasures of Magical Essense to make their own items. Instant Adventure Idea (tm).
Tuesday, December 11, 2007
Sixth Post: Gamebreaker Spells
This post will talk about Arcane Evolved spells that break the immersion of the game world. I don't mean in the sense of "it's magic, it's not real." I mean in the sense of "ok, so you've got magic, but it's still a mostly normal world...wait, why isn't someone using this spell to make lots of money/minions/power?"
CREATION SPELLS
These are the spells that your enterprising players use to stop adventuring for two months and to create millions of gold pieces or their own iron cartel. The Iron Age, which is when fantasy games are generally based is not known for its great industries or ability to mass produce anything. Being able to put out goods of consistent quality in large volume is enough to cause an economic revolution. Generally speaking, these spells aren't overpowered in combat because their extra long durations don't really matter. In particular, these spells are:
Creation(greater)
Wall of Iron
Wall of Stone
The obvious way to fix these spells is simply to reduce duration to something shorter than Instantaneous. That is, to make them either Permanent (subject to Dispel) or to make them something like 1 day/caster level. I prefer the 1 day/caster level because the other method simply creates a second, inferior class of materials. Sure the rich guys could have a sword of hand made steel, but most soldiers are going to have Spellwrought steel, and unless someone starts tossing Dispels around, no one's going to know the difference.
TELEPORTATION AND SCRYING
Neither of these effects is that bad individually. Combined, they form the Scry and Die combo, where the players find their enemy, buff up, teleport in, catch him unawares and have one boring fight. You could create all sorts of guards against this, but the easiest way to do it is to say that teleportation automatically dispells any spell that does not have the Truename descriptor. If you're feeling particularly nasty, you can assume that all magic items also act as if subjected to an automatic targeted Dispel, ceasing magical function for 1d4 rounds. These spells are:
Teleport
Dimensional Door
Scrying
Clairvoyance/Clairaudience
That's the end. Wow, really short list. I expected more. Combined with smaller reliance on buffs, the Arcana Evolved magic system is not very likely to break the immersion of your world. It is a very well thought out system.
CREATION SPELLS
These are the spells that your enterprising players use to stop adventuring for two months and to create millions of gold pieces or their own iron cartel. The Iron Age, which is when fantasy games are generally based is not known for its great industries or ability to mass produce anything. Being able to put out goods of consistent quality in large volume is enough to cause an economic revolution. Generally speaking, these spells aren't overpowered in combat because their extra long durations don't really matter. In particular, these spells are:
Creation(greater)
Wall of Iron
Wall of Stone
The obvious way to fix these spells is simply to reduce duration to something shorter than Instantaneous. That is, to make them either Permanent (subject to Dispel) or to make them something like 1 day/caster level. I prefer the 1 day/caster level because the other method simply creates a second, inferior class of materials. Sure the rich guys could have a sword of hand made steel, but most soldiers are going to have Spellwrought steel, and unless someone starts tossing Dispels around, no one's going to know the difference.
TELEPORTATION AND SCRYING
Neither of these effects is that bad individually. Combined, they form the Scry and Die combo, where the players find their enemy, buff up, teleport in, catch him unawares and have one boring fight. You could create all sorts of guards against this, but the easiest way to do it is to say that teleportation automatically dispells any spell that does not have the Truename descriptor. If you're feeling particularly nasty, you can assume that all magic items also act as if subjected to an automatic targeted Dispel, ceasing magical function for 1d4 rounds. These spells are:
Teleport
Dimensional Door
Scrying
Clairvoyance/Clairaudience
That's the end. Wow, really short list. I expected more. Combined with smaller reliance on buffs, the Arcana Evolved magic system is not very likely to break the immersion of your world. It is a very well thought out system.
Saturday, December 8, 2007
Fifth Post: How Not to Balance
In this post, I'll briefly touch on balance. Namely, how people sometimes try to balance games, and fail miserably. Real balance is hard to achieve and I'm not really ready to make any kind of theories on it, but here are some things that I know don't work.
IT'S "RARE"
I'm sure everyone has heard this one at least once. There's some item that gives supreme magical strength, but there's only one of them. Somehow, this is supposed to be balanced. It's not, the item is either not in the hands of the PCs, which means it doesn't have any bearing on their power level, or it is in the hands of the PCs, and therefore it's not rare for them. The only case where "it's rare" works is when you have a limited number of uses. Arcana Evolved is actually pretty genius in this. It allows the creation of relatively cheap one shot magic items, which allows you to make interesting choices, but doesn't unbalance the game because they really are pretty rare. Still, the players will maximize their uses of said items, so they need to be continually challenged. This leads right into the next point.
THE PLAYERS ONLY GET TO DO IT ONCE IN A WHILE
This is the balance issue that's reflected in Vancian casting, but also in many x/day magic items. I'll just briefly say this: if the PCs can only use "The power to call earthshattering magical might to smite their enemies" once per day, they will fight one significant enemy per day. And, they'll complain that they only have enough uses of this power to fight one fight.
Vancian casting as presented in DnD is actually pretty well balanced. Sure, it can allow you to fly or make yourself invulnerable to arrows, but the key balance point is that the PCs never actually get to do all those things. This is because the system is balanced around four fights a day, and when a DM actually has those four fights a day the PCs must save every significant spell for those fights. Those crazy combinations of spells that allow a Wizard to unleash fifteen spells in two rounds are balanced, because can only do it once per day, and if there are four fights per day, well, by day two, he'll have learned his lesson. Only, many DMs don't do it this way. They allow their players to rest whenever they want to, which leads to incredible power for one or two combats and then utter uselessness for the mage for the rest of the day. Which, of course, leads to the fifteen minute adventuring day.
So, if there's a power the players only get to use once in a while, either make it weak enough that it wouldn't be unbalanced if it was used in every combat, or force the players to frequently fight once they've used up that power.
IT'S "RARE"
I'm sure everyone has heard this one at least once. There's some item that gives supreme magical strength, but there's only one of them. Somehow, this is supposed to be balanced. It's not, the item is either not in the hands of the PCs, which means it doesn't have any bearing on their power level, or it is in the hands of the PCs, and therefore it's not rare for them. The only case where "it's rare" works is when you have a limited number of uses. Arcana Evolved is actually pretty genius in this. It allows the creation of relatively cheap one shot magic items, which allows you to make interesting choices, but doesn't unbalance the game because they really are pretty rare. Still, the players will maximize their uses of said items, so they need to be continually challenged. This leads right into the next point.
THE PLAYERS ONLY GET TO DO IT ONCE IN A WHILE
This is the balance issue that's reflected in Vancian casting, but also in many x/day magic items. I'll just briefly say this: if the PCs can only use "The power to call earthshattering magical might to smite their enemies" once per day, they will fight one significant enemy per day. And, they'll complain that they only have enough uses of this power to fight one fight.
Vancian casting as presented in DnD is actually pretty well balanced. Sure, it can allow you to fly or make yourself invulnerable to arrows, but the key balance point is that the PCs never actually get to do all those things. This is because the system is balanced around four fights a day, and when a DM actually has those four fights a day the PCs must save every significant spell for those fights. Those crazy combinations of spells that allow a Wizard to unleash fifteen spells in two rounds are balanced, because can only do it once per day, and if there are four fights per day, well, by day two, he'll have learned his lesson. Only, many DMs don't do it this way. They allow their players to rest whenever they want to, which leads to incredible power for one or two combats and then utter uselessness for the mage for the rest of the day. Which, of course, leads to the fifteen minute adventuring day.
So, if there's a power the players only get to use once in a while, either make it weak enough that it wouldn't be unbalanced if it was used in every combat, or force the players to frequently fight once they've used up that power.
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