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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="FallenRX" data-source="post: 8650956" data-attributes="member: 7033472"><p>In order to make precisely controlled outcomes you need precisely controlled inputs, so Encounter per rest design is naturally awful.</p><p>Because if your design your game around players NEEDING to blow resources to get around an encounter, otherwise the balance fails, your naturally limiting player expression, because you NEED them to burn resources, you NEED them to fight an encounter, you need them to do something to burn resources.</p><p></p><p>This naturally goes against the player agency, which is what this genre is founded on, and what sustains it.</p><p>[MEDIA=twitter]1526821939867574272[/MEDIA]</p><p></p><p>The Alexandrian has a good tweet thread on this, and this is a good follow up to it</p><p>[MEDIA=twitter]1526899241561600000[/MEDIA]</p></blockquote><p></p>
[QUOTE="FallenRX, post: 8650956, member: 7033472"] In order to make precisely controlled outcomes you need precisely controlled inputs, so Encounter per rest design is naturally awful. Because if your design your game around players NEEDING to blow resources to get around an encounter, otherwise the balance fails, your naturally limiting player expression, because you NEED them to burn resources, you NEED them to fight an encounter, you need them to do something to burn resources. This naturally goes against the player agency, which is what this genre is founded on, and what sustains it. [MEDIA=twitter]1526821939867574272[/MEDIA] The Alexandrian has a good tweet thread on this, and this is a good follow up to it [MEDIA=twitter]1526899241561600000[/MEDIA] [/QUOTE]
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Are Per Rest Resources a Hindrance?
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