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Rule-of-Three: 07/10/2012
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<blockquote data-quote="Minigiant" data-source="post: 5965839" data-attributes="member: 63508"><p>That second answer....</p><p> The answer on daily spells reminds me of a Play By Post game I invented.</p><p></p><p>The game was based on the total encounter strength of the adventure. A cakewalk battle was worth 1 encounter power. Challenging encounters where worth 3. And boss battles were 5.</p><p></p><p>Then characters gained resources based on the encounter strength of the whole adventure. The default adventure was 10 encounter points.</p><p></p><p>The fighter starts with about 4HP. Everyone else starts with between 0.5-4 HP.</p><p>Then everyone got +50% HP per Encounter point of the encounter.</p><p></p><p>So in a default adventure at level 1, the fighter had 20 HP and the wizard had 5.</p><p></p><p>But in a shorter AD&D style cautious 5 pt game, the fighter might have 10 HP and the wizard 2-3.</p><p></p><p>The wizard starts with 2 spells per day and 1 more per encounter point. The sorceror starts with 10 mana and 5 mana per encounter point. The rogue gets 1 Lucky points plus 1 more per encounter point.</p><p></p><p>It was designed so with basic scheduling everyone ran out at once. You could nova or conserve resources if you wanted to though.</p><p></p><p>It seems like the developers are doing the same. The game is designed that every resource runs out at the same time. Basically,in the past pre4E editions, each resource (HP,spell slots,power points) was designed separately and sometimes arbitrarily. So they ran out at different rates. Also every class was not given to the resources equally compares to the encounters of the adventure. So each class ran out of resources at a different rate. So someone always ran out quicker. And whoever ran out first begged the rest to stop.</p><p></p><p>In 4E,they partially solved it by making HP the only resource that mattered when it came to stopping. But it did this by jamming everything else in a rigid AEDU system.</p><p></p><p>So NOW they are giving back every resource their uniqueness BUT making them drain at the same rate. So now if you run out early,that is a personal choice and not a systemfeature.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5965839, member: 63508"] That second answer.... The answer on daily spells reminds me of a Play By Post game I invented. The game was based on the total encounter strength of the adventure. A cakewalk battle was worth 1 encounter power. Challenging encounters where worth 3. And boss battles were 5. Then characters gained resources based on the encounter strength of the whole adventure. The default adventure was 10 encounter points. The fighter starts with about 4HP. Everyone else starts with between 0.5-4 HP. Then everyone got +50% HP per Encounter point of the encounter. So in a default adventure at level 1, the fighter had 20 HP and the wizard had 5. But in a shorter AD&D style cautious 5 pt game, the fighter might have 10 HP and the wizard 2-3. The wizard starts with 2 spells per day and 1 more per encounter point. The sorceror starts with 10 mana and 5 mana per encounter point. The rogue gets 1 Lucky points plus 1 more per encounter point. It was designed so with basic scheduling everyone ran out at once. You could nova or conserve resources if you wanted to though. It seems like the developers are doing the same. The game is designed that every resource runs out at the same time. Basically,in the past pre4E editions, each resource (HP,spell slots,power points) was designed separately and sometimes arbitrarily. So they ran out at different rates. Also every class was not given to the resources equally compares to the encounters of the adventure. So each class ran out of resources at a different rate. So someone always ran out quicker. And whoever ran out first begged the rest to stop. In 4E,they partially solved it by making HP the only resource that mattered when it came to stopping. But it did this by jamming everything else in a rigid AEDU system. So NOW they are giving back every resource their uniqueness BUT making them drain at the same rate. So now if you run out early,that is a personal choice and not a systemfeature. [/QUOTE]
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