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<blockquote data-quote="Umbran" data-source="post: 5905399" data-attributes="member: 177"><p>Having what I consider to be an adventure in one hour is not possible.  So, I'll withhold judgement until I see what they're calling an adventure before I accept that I'll be happy with it.  Their "adventure" may be what I call an "encounter" - and now we are really back to encounter-based design with the names changed.</p><p></p><p></p><p></p><p>And, like I said above, that starts getting a little railroady.  While it makes sense that the opponent can recover some resources (like hit points) as the party does, if there isn't a source of new goblins, actually replacing the dead is not usually particularly plausible.  </p><p></p><p>Here's the basic problem that these discussions often seem to miss - in the real world, conflicts and battles are often won by attrition.  The 15 minute workday is the game-equivalent of a real-world tactic.  It works, it is intuitive. The problem is that it makes for a pretty lame action adventure story.  </p><p></p><p>4e addressed the problem with encounter-based design, reducing the effectiveness of fighting a battle of attrition, by reducing the number of resources that are long-term issues.  </p><p></p><p></p><p></p><p>Sorry, no. See above.  What you've done is sweep the issues into the corners, where they now pile up until you deal with them.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5905399, member: 177"] Having what I consider to be an adventure in one hour is not possible. So, I'll withhold judgement until I see what they're calling an adventure before I accept that I'll be happy with it. Their "adventure" may be what I call an "encounter" - and now we are really back to encounter-based design with the names changed. And, like I said above, that starts getting a little railroady. While it makes sense that the opponent can recover some resources (like hit points) as the party does, if there isn't a source of new goblins, actually replacing the dead is not usually particularly plausible. Here's the basic problem that these discussions often seem to miss - in the real world, conflicts and battles are often won by attrition. The 15 minute workday is the game-equivalent of a real-world tactic. It works, it is intuitive. The problem is that it makes for a pretty lame action adventure story. 4e addressed the problem with encounter-based design, reducing the effectiveness of fighting a battle of attrition, by reducing the number of resources that are long-term issues. Sorry, no. See above. What you've done is sweep the issues into the corners, where they now pile up until you deal with them. [/QUOTE]
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