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General Tabletop Discussion
*Pathfinder & Starfinder
Encounter-based Design: The only smart elephant in the room
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<blockquote data-quote="Herschel" data-source="post: 5967827" data-attributes="member: 78357"><p>One issue that crops up time and time again is how different groups have different-lengthed adventure days and the 15-minute adventuring day issue.</p><p> </p><p>The biggest problem with the whole system is daily resources, yet many who complain about "We usually only have one combat per adventuring day and <em>edition </em>x doesn't fit our style very well" or "We often have 8-14 combats per adventuring day <em>and edition </em>x doesn't fit our playstyle very well" also insist on the very resource type that makes it impossible to have a game that fits both styles. </p><p> </p><p>There's much talk about the "Nova" issue where players blow all their resources in an encounter then have nothing left for "the rest of the day". </p><p> </p><p>4E took a step in the right direction with the AEDU and surges vs. HP model because the game could more easily suport multiple-length adventure days but a few classes (or a few cases where power choices fit in a narrow criteria) could still push this if they went for straight damage abilities (without extended riders) and/or did not choose their at-wills well. </p><p> </p><p>Simply put, the only way to make a game that can fit all the playstyles is to have a core with no daily resources. They need to be in modules or D&DN is destined to not unify anyone. </p><p> </p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Herschel, post: 5967827, member: 78357"] One issue that crops up time and time again is how different groups have different-lengthed adventure days and the 15-minute adventuring day issue. The biggest problem with the whole system is daily resources, yet many who complain about "We usually only have one combat per adventuring day and [I]edition [/I]x doesn't fit our style very well" or "We often have 8-14 combats per adventuring day [I]and edition [/I]x doesn't fit our playstyle very well" also insist on the very resource type that makes it impossible to have a game that fits both styles. There's much talk about the "Nova" issue where players blow all their resources in an encounter then have nothing left for "the rest of the day". 4E took a step in the right direction with the AEDU and surges vs. HP model because the game could more easily suport multiple-length adventure days but a few classes (or a few cases where power choices fit in a narrow criteria) could still push this if they went for straight damage abilities (without extended riders) and/or did not choose their at-wills well. Simply put, the only way to make a game that can fit all the playstyles is to have a core with no daily resources. They need to be in modules or D&DN is destined to not unify anyone. Thoughts? [/QUOTE]
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Encounter-based Design: The only smart elephant in the room
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