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Martial Practice : Blood Demand
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7037089" data-attributes="member: 82106"><p>It almost seems the INVERSE.</p><p></p><p>1) The number of challenges is distinctly FINITE, but still very large, such that permanent full-time effects like enhancements ARE quite valuable and a one-use consumable would have to be very cheap, and/or very potent, to compete with that. However, I do agree with you that most items are effectively far from infinite. So maybe the fallacy is "permanent items are much more useful".</p><p></p><p>2) Time value of money says that "a bird in the hand is worth 2 in the bush" effectively. So spending 100gp now to solve a problem that otherwise will prove fatal would clearly be better than hording it. The issue here is the structure of 4e. It isn't intended to kill PCs, at least not in some sort of arbitrary accidental way that more resources will prevent. Certainly 4e, as you and I play it (even if we're not exactly doing it identically we have the same basic aim) isn't about a player test of skill that requires them to find the puzzle solution of character survival. </p><p></p><p>So one could say that a CHARACTER (from who's perspective survival certainly is important) might think "gosh I should get this potion now so I can beat the ogre, who cares if I won't be able to buy a pair of magic boots next week? I'll worry about that then." BUT THE PLAYER thinks "I'll come up with some other plot device that wins the day against the ogre, but I really want those boots!" </p><p></p><p>I feel like the treasure parcels in that sense actually undermine RP.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7037089, member: 82106"] It almost seems the INVERSE. 1) The number of challenges is distinctly FINITE, but still very large, such that permanent full-time effects like enhancements ARE quite valuable and a one-use consumable would have to be very cheap, and/or very potent, to compete with that. However, I do agree with you that most items are effectively far from infinite. So maybe the fallacy is "permanent items are much more useful". 2) Time value of money says that "a bird in the hand is worth 2 in the bush" effectively. So spending 100gp now to solve a problem that otherwise will prove fatal would clearly be better than hording it. The issue here is the structure of 4e. It isn't intended to kill PCs, at least not in some sort of arbitrary accidental way that more resources will prevent. Certainly 4e, as you and I play it (even if we're not exactly doing it identically we have the same basic aim) isn't about a player test of skill that requires them to find the puzzle solution of character survival. So one could say that a CHARACTER (from who's perspective survival certainly is important) might think "gosh I should get this potion now so I can beat the ogre, who cares if I won't be able to buy a pair of magic boots next week? I'll worry about that then." BUT THE PLAYER thinks "I'll come up with some other plot device that wins the day against the ogre, but I really want those boots!" I feel like the treasure parcels in that sense actually undermine RP. [/QUOTE]
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