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2/25/2013 L&L: This Week in D&D
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<blockquote data-quote="Balesir" data-source="post: 6093217" data-attributes="member: 27160"><p>So, healing should be done X way because that's how it was "traditionally" done, but "traditional" XP we can get rid of because you think it's a "poor way to measure progress". Got it. I think <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>What tension? If in-game-time is not a resource that <strong><em>means</em></strong> anything, then there is no tension. The logical apporach becomes "rest up whenever you have any resources to regain at all", because (re)gaining one resource for no resource cost is a bargain!</p><p></p><p>It's only "an issue" if stopping to rest and recover resources actually has any cost. If in-game-time is not a resource, then there is no cost and the "5 minute adventuring day" becomes a logical thing to do. That was always exactly its problem - it's the (only) rational approach <strong><em>as long as in-game-time has no value as a resource</em></strong>. You can pretend that in-game-time matters as much as you like, but as long as resting is "free" it's an irrational way to play the characters. Ask me, IRL, whether I'll take a risk and push on with a hazardous task while tired, hungry and sick or take a rest and recover somewhat, if resting is an available option and there's no real hurry, I'm going to rest <strong><em>every single time</em></strong>. To do otherwise would be irrational (and not at all sensible! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>But there is no conflict of priorities, class balance or no class balance, unless recharging is actually something that has a cost. Otherwise the fighter should be fine with resting whenever the wizard is down a spell, and the wizard will rationally be fine with resting whenever the fighter is down a few hps.</p><p></p><p>As soon as resting has a cost, all of that changes. THEN it becomes a matter of hard choices, conflicting priorities and carefully judged decisions. THAT's why I want it made clear what role and value in-game-time is supposed to have - balance or no balance.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6093217, member: 27160"] So, healing should be done X way because that's how it was "traditionally" done, but "traditional" XP we can get rid of because you think it's a "poor way to measure progress". Got it. I think :erm: What tension? If in-game-time is not a resource that [B][I]means[/I][/B] anything, then there is no tension. The logical apporach becomes "rest up whenever you have any resources to regain at all", because (re)gaining one resource for no resource cost is a bargain! It's only "an issue" if stopping to rest and recover resources actually has any cost. If in-game-time is not a resource, then there is no cost and the "5 minute adventuring day" becomes a logical thing to do. That was always exactly its problem - it's the (only) rational approach [B][I]as long as in-game-time has no value as a resource[/I][/B]. You can pretend that in-game-time matters as much as you like, but as long as resting is "free" it's an irrational way to play the characters. Ask me, IRL, whether I'll take a risk and push on with a hazardous task while tired, hungry and sick or take a rest and recover somewhat, if resting is an available option and there's no real hurry, I'm going to rest [B][I]every single time[/I][/B]. To do otherwise would be irrational (and not at all sensible! ;) ). But there is no conflict of priorities, class balance or no class balance, unless recharging is actually something that has a cost. Otherwise the fighter should be fine with resting whenever the wizard is down a spell, and the wizard will rationally be fine with resting whenever the fighter is down a few hps. As soon as resting has a cost, all of that changes. THEN it becomes a matter of hard choices, conflicting priorities and carefully judged decisions. THAT's why I want it made clear what role and value in-game-time is supposed to have - balance or no balance. [/QUOTE]
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