Raven Crowking said:
* The treasure from each encounter includes scrolls, healing potions, etc., that effectively returns the party to status quo after each encounter.
<snip>
* The treasure from the leader fight includes scrolls, healing potions, etc., that effectively returns the party to status quo for mop up.
That is one way to do it. Some players (and GMs) might prefer an approach to play where the further encounter (be it the mop up, or whatever else) can happen before the looting (and identifying of said loot), or even where there is no looting.
Raven Crowking said:
This is an example of poor encounter generation, if anything, that requires resources to exist that either do no inherently exist or are not supplied.
Your point seems to be that "Given D&D as it is, this is poor encounter design." Sure, but another way of putting that point is "Given D&D as it is, this sequence of encounters can't really be run effectively." And another way of putting
this is that "D&D as it is, with purely per-day resources, poses an obstacle to running certain sequences of enounters with certain (non-mechanical) thresholds of signficance." Which is what I set out to show. So I don't really see why you think I haven't shown it.
Raven Crowking said:
All of your examples seem to be nothing more than "What if we want/need one more encounter, and our resources are depleted?"
That's probably why I remarked at post
#999 that "All of these examples might illustrate a more general point (I'm not 100% sure of this, but I think it's there): per-day is an obstacle to the dynamic evolution of the sequence of encounters over the course of play, if that dynamic evolution is to be guided by non-resource-management considerations."
Raven Crowking said:
the answer is almost always, "Design your encounters to include the possibility of gaining those needed resources." This is pretty simple, and has been done by many, many DMs for decades.
I don't know about you, but I have no difficulty with tactical excitement, thematic exploration, or enjoyable plot development using a system that involves per-day resource attrition. I have 27 years of experience that tells me, beyond the shadow of a doubt, that per-day resource attrition doesn't get in the way of any of these things, within the hands of an even halfway competent DM.
And other posters have experienced the need to take acount of resource attrition in the design of their encounters, when what they are really interested in is not operational play but purely encounter-leve tactical excitement, or plot development, or thematic play, or even just plain-old buttkicking. They therefore have found this need to be a burden.
Nothing is going to be proved by assertions about what sort of play experience one prefers, or even by demonstrations that a certain set of mechanics can, in the right hands and wielded in the right manner, generate a certain sort of play experience. The question is whether D&D's attrition mechanics can, for some players in some situations, get in the way of other metagame goals. Given that we both agree that they put constraints on encounter design that
have no connection to those non-operational metagame goals we seem to be in agreement on this fundamental point.
The question for the 4e designers is, "Is it worth ditching operational play as a major part of the play experience, so as to increase the scope for a wide variety of play involving other metagame priorities?" From the information that is coming out I believe that they have already answered the question in the affirmative. Will this change in direction (which merely continues a trend established in 3E) irreparably harm D&D as a game? I don't believe so. You seem to believe that it will. I'm not sure how that sort of disagreement can be resolved.
As to the problem of the 15-minute adventuring day, I still remain satisfied that I have provided examples which show that your prediction that it will recur with a mix of per-day and per-encounter resources is doubtful, because that prediction rests on a false premise, namely, that an encounter can be of mechanical interest only if it
actually consumes per-day resources.