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<blockquote data-quote="Voadam" data-source="post: 9206542" data-attributes="member: 2209"><p>All those issues apply at the per day model as well.</p><p></p><p>DMs have guidelines for an encounter budget per day that a party can handle as a cumulative challenge over the day.</p><p></p><p>Everything recharges after the day and unless the day is difficult enough to be a potential TPK it is ultimately meaningless beyond the experience of having done it.</p><p></p><p>You are just taking the focus from the individual fights and adding on a layer of per day consideration. </p><p></p><p>The same consideration happens at the encounter level with greater gradations of expected challenge.</p><p></p><p>The variability of fights is still there, some fights are easy and you triumph easily. Some are tough and take longer and are a lot closer. Some are lethal and you need to recognize that.</p><p></p><p>It is the same as multiple adventuring days in a megadungeon, each day the party can advance until they reach their daily limit then they recover fully between each adventuring day with everything recharging and are not worn down day to day.</p><p></p><p>Only inconsequential on a per day challenge basis. They are still consequential narratively and have the same stakes individually as the per day budget challenge.</p><p></p><p>The stakes are mostly the same in both, the party survives or not and fights have their narrative significance. The stakes in the per day one are only different in that a party might need to retreat for the day after blowing resources early in a day and individual fights may be swingier in challenge based on PC daily resource usage.</p><p></p><p>That does add another layer of consideration and consequence, but ties it a lot to expected encounters per day. There is also a cost in that balance can get thrown off a bunch when an adventuring day encounter budget is not used and in that different play styles (Always nova right away, try to match daily resources to expected daily challenges, hoard daily resources for life or death situations only) can get very different results and play experiences, some really unsatisfying.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9206542, member: 2209"] All those issues apply at the per day model as well. DMs have guidelines for an encounter budget per day that a party can handle as a cumulative challenge over the day. Everything recharges after the day and unless the day is difficult enough to be a potential TPK it is ultimately meaningless beyond the experience of having done it. You are just taking the focus from the individual fights and adding on a layer of per day consideration. The same consideration happens at the encounter level with greater gradations of expected challenge. The variability of fights is still there, some fights are easy and you triumph easily. Some are tough and take longer and are a lot closer. Some are lethal and you need to recognize that. It is the same as multiple adventuring days in a megadungeon, each day the party can advance until they reach their daily limit then they recover fully between each adventuring day with everything recharging and are not worn down day to day. Only inconsequential on a per day challenge basis. They are still consequential narratively and have the same stakes individually as the per day budget challenge. The stakes are mostly the same in both, the party survives or not and fights have their narrative significance. The stakes in the per day one are only different in that a party might need to retreat for the day after blowing resources early in a day and individual fights may be swingier in challenge based on PC daily resource usage. That does add another layer of consideration and consequence, but ties it a lot to expected encounters per day. There is also a cost in that balance can get thrown off a bunch when an adventuring day encounter budget is not used and in that different play styles (Always nova right away, try to match daily resources to expected daily challenges, hoard daily resources for life or death situations only) can get very different results and play experiences, some really unsatisfying. [/QUOTE]
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