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2/18/13 L&L column
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<blockquote data-quote="Balesir" data-source="post: 6090716" data-attributes="member: 27160"><p>Constrained or disincentivised, yes. 4e actually started out with constraints at encounter level (i.e. you do all of an encounter or none - you can't do a bit of one and then recharge) and disincentives at "day" level (APs and daily item uses, as well as resources, reset at extended rests).</p><p></p><p>I think that shows, rather, an ability to change the recharge scope. "Scry and fry" essentially makes the only meaningful aliquot the encounter. You still need the raw power to take on the encounter you are teleporting into, but you can blow it all on that, leveraging power far more than the increase in character resources would make it seem <em>prima facie</em>.</p><p></p><p>And this is the root of the problem, yes - the fact that the "adventuring day" has not been well thought through. If it actually turns out to mean nothing, then the only meaningful aliquot is the encounter. Only stuff that gets used during encounters will actually be material, all else will be simply "colour" and "feel". That will make the "balancing characters across the adventuring day" a bit of a lame duck, though. If the adventuring day <em>is</em> material, however, then the addition of "encounters" to the "day" by specific classes will be an issue. Sounds like frying pan and fire, to me.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6090716, member: 27160"] Constrained or disincentivised, yes. 4e actually started out with constraints at encounter level (i.e. you do all of an encounter or none - you can't do a bit of one and then recharge) and disincentives at "day" level (APs and daily item uses, as well as resources, reset at extended rests). I think that shows, rather, an ability to change the recharge scope. "Scry and fry" essentially makes the only meaningful aliquot the encounter. You still need the raw power to take on the encounter you are teleporting into, but you can blow it all on that, leveraging power far more than the increase in character resources would make it seem [i]prima facie[/i]. And this is the root of the problem, yes - the fact that the "adventuring day" has not been well thought through. If it actually turns out to mean nothing, then the only meaningful aliquot is the encounter. Only stuff that gets used during encounters will actually be material, all else will be simply "colour" and "feel". That will make the "balancing characters across the adventuring day" a bit of a lame duck, though. If the adventuring day [i]is[/i] material, however, then the addition of "encounters" to the "day" by specific classes will be an issue. Sounds like frying pan and fire, to me. [/QUOTE]
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