Raven Crowking said:
(1a) If a battle does not use up per-day resources, nothing is lost in engaging in that battle. This means:
(1ai) The PCs can engage in an effectively endless number of these battles.
(1aii) The only significant impact of these battles can be the opportunity to give the PCs stuff.
Raven Crowking said:
It is basically my argument that, if you can have any number of encounters X, and at the end of those encounters you are at 80% resources, then an encounter that leaves you at 80% resources without a significant chance of loss of permanent resources falls below the mechanical threshold of significance.
Raven Crowking said:
The mechanical threshold of significance model has been used as the standard for D&D for what now? Thirty years or more? There is little doubt in my mind that it is the standard for the average D&D group. That it will suddenly cease to be so with 4.0.........well, again, colour me skeptical.
The two factors above has caused many DMs to increase the mechanical challenges of their combats above the suggested guidelines in the DMG, making more combats be of the win/lose variety. Again, that this will suddenly cease to be so with 4.0...............skeptical.
It is always true that you have better odds of winning a win/lose fight with more resources. That this will suddenly cease to be so with 4.0.......skeptical.
Raven Crowking said:
My conclusions are not based around the complete removal of daily resources. AFAICT, removing all long-term resource management (while it would have other effects I would not enjoy) would solve the problem of PCs resting to recover long-term resources completely. As long as both a benefit for resting exists, and a cost for resting does not, prudent play suggests that you rest.
Raven Crowking said:
After a year's play (or less) I expect that same old complaint to resurface if, as Wyatt's blog implies, the change in resource management is how the designers tackled the 9-9:15 adventuring day problem. I certainly agree that the problem could be tackled in other ways; just not this way.
Let's look at it this way - what changes would we have to make to your premises, such that your pessimistic conclusion doesn't follow?
*We can suppose that other standards of significance are relevant to encounters besides the "mechanical threshold of significance", which you have defined to depend on resource depletion or acquisition.
*We can suppose that the
threat of mechanical significance (in your sense of that phrase) is present in encounters.
*We can suppose that not all players engage in prudent play (in your sense of that phrase).
It seems to me that each of my suppositions is plausible. Wyatt's more recent post confirms what other posters on this thread have indicated, namely, that powers are being designed so that the question of
which power to use in a given round in an encounter is a meanginful and engaging one (other features of encounter design, like the "half hit-point" trigger abilities for monsters, will probably enhance this aspect). This introduces a dimension of significance that is not related to resource depletion or acquisition.
Furthermore, this scope for meaningful tactical play means that the
threat of long-term resource depletion may be present in an encounter even if (in the end) no such depletion occurs (because skilled use of per-encounter abilities obviates it).
Finally, if the above two paragraphs are true, then even resource-depleted parties can go on to have interesting and enjoyable encounters without having to rest. Combine this with the oft-mentioned fact that many players do not regard prudence (in your sense) as the only consideration relevant to the question of whether or not to rest, and we can envisage a more flexible approach to play, and to encounter sequencing, emerging from per-encounter abilities.
Despite the fact that the 1st ed PHB and DMG did not identify any other metagame priorities, D&D has never been solely about operational play. This is obvious from the most cursory readings of early texts (compare Roger Musson and Lewis Pulsipher's articles in early numbers of White Dwarf, for example). It seems fairly clear that 4e is intended to remove the obstacles to these varieties of play that the current resource-management system imposes. For the reasons given above, I don't think your pessimisim about the likely success of this attempt to be warranted.