Jackelope King
First Post
I'd like one. Heck, I'd like them to go one further and ditch hit points for a toughness save/defense instead, but the chances of that are about the same as my walls spontaneously shooting pineapples at me. I also don't think that it's particularly likely that the PCs will be seriously threatened by a low-level threat: the instance I described was a result of unlucky rolling.Raven Crowking said:If 4e includes the possibility of the PCs losing against everything they face, then that will certainly make things different. Do you expect a condition track in 4e?
Again, not necessarily. A growing number of gamers simply have a spoken or unspoken rule that they don't kill PCs for whatever reason. For one of my GMs, it's because she can torture them more when they're alive. For another, older DM, it was because he hated working new PCs into the game and really liked the continuity of one adventuring party.Yes. If you go back upthread, you will see that I acknowledge this many, many times. However, I also realize that death is the most common "defeat" used by average DMs.
And there can be encounters which are at a certain challenge level because that's simply what makes sense within the context of the game. The local militia of a town aren't going to deploy a force of dragons against a high-level party just because the PCs are such a high-level threat: they'll deploy the forces they can muster and probably get cut down in short order. Sometimes it doesn't make sense to provide a particularly dangerous encounter.In the attrition model, you are not facing a zero-sum game with encounters. It is possible to win, but to have that win be so costly as to be worthless, damaging, mildly annoying, or to have no cost at all. It is not either/or.
In a per-encounter model, the encounter must answer all mechanical interests. That means it can be, as Shilsen pointed out, a showcase easy encounter where you can show off and try tricky things that you'd hate to have fail in a significant encounter, or it can be an encounter where you can lose, or it can be an encounter that is not mechanically interesting. Since the showcase encounter is unlikely to be mechanically interesting if done too often, that leaves the win/lose encounter.
Considering how many ifs you need to back up your point, and considering the responses of several posters in this thread which point out quite nicely that PCs don't tend to lead with their biggest resources, I find this argument wanting once again. Until you can prove to me that players lead with their most powerful abilities (which in my experience is utter bunk: they'll always lead with their bread-and-butter abilities that aren't as cost-prohibitve to use), your points aren't convincing. In my experience, the average player leads with the plentiful resources in the middle of the bell-curve, power-wise, for fear of being without a high-level resource if they really need it later on. And since bread-and-butter abilities will always be available, there will be less of an requirement to rest-rinse-repeat, as you put it.When addressing the problem of the 9-9:15 adventuring day, what you or I would do with the system is not IMHO important; what the average DM will do, and what the average players will do, is. So the question becomes, what does the system reward?
If the system rewards the DM when he puts in win/lose encounters (as seems the case), and if the most common "lose" in D&D is death (as has certainly been the case up until now), then it makes sense that the average DM will include more deadly encounters.
If the average DM includes more deadly encounters, it seems more likely (to me at least) that the average players will use their per-day resources before someone dies. Which means, sooner rather than later. Why? Because the PC experience a higher success ratio, which means they are rewarded.
If the average players view their per-day resources as important for dealing with the common deadly encounters, they will want them available. Why? Because the PC experience a higher success ratio, which means they are rewarded.
If nothing else prevents it, then, the PCs will use, rest, rinse, and repeat. Exactly the same as with 3.X. The only differenc might be that the frequency of win/lose encounters increases, in which case the adventuring day shortens.
On average. YMMV.
RC
So again, until you can provide convincing evidence to support your claim that players tend to use their most valuable resources first, you're only offering me idle speculation, which on the internet, I can get by the truckload.
However, I am glad to see that you agree that a purely per-encounter system does indeed allow for mechanically interesting encounters, a retraction of your previous argument that challenges under a purely per-resource system cannot allow for mechanically meaningful encounters.