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I guess if you throw an egregious amount of magical power at a problem it DOES solve it!
You say “fall apart”. I say “players choosing options and using the buffs to be awesome and thats the point of the game”.
Well, by “fall apart” I mean that the purpose of a dice system is to introduce uncertainty. If you remove the uncertainty, then there’s not much point rolling dice :)
The game is a mixt between Monopoly and Chess. Where one is almost entirely luck based and one is almost luck less. There is luck and ways to orient it.
Since its an hybrid system, it makes sense for players to invest so many resources to make a check a 100% guarantee.
Well, 95 % at my table since I like to crit fail or crit success checks as long as its reasonnable with the player’s consent.
Oh yes… This kind of thing is pretty okay when the scenario is one that DnD 5e is designed for - a day of adventuring with 10 encounters, or a dungeon crawl, or the like. At that point, burning a huge amount of resources on a single check has a real, significant cost to force that success. If you provide these kinds of challenges mixed into the expected scenario-design, then it works well. It means you can say “this matters enough to me to hamstring my later power”
The problem mostly comes in when you’re in situations like this - where you don’t expect to need all your resources in the day, and burning through them let you force a success on the only check you care about.
Recently no joke, we played a day in a game. We knew an attack was coming, and do you think me as a bard kept my resources for it ? Fuck no. I gave each of them to our mage that tried to catch the mega fish in the fishing competition that morning.
He did it.
It was an epic fishing competition :)