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<blockquote data-quote="Zustiur" data-source="post: 5976096" data-attributes="member: 1544"><p>I mean 'impact' as in, after you use it, you can't use it again until X. If not having it hinders you in any way, it's an impact. Using up a charge from a CLW wand isn't really an impact. Using up the last charge might be. Using up fireball when it's your most powerful spell is definitely a significant impact.</p><p>So long as there are things that run out, there will be the possibility of deciding not to proceed until they have been recharged/repurchased/re-enchanted/re-whatever.</p><p>This goes for hit points as much as it does spells. So long as not being at full power is a factor of the game, some gamers will want to return to full power before continuing. The only way to completely prevent this is to have everything reset immediately at the end of an encounter. All spells/powers, all HP, all surges, everything. If you don't prevent it, the 15MAD concept is still possible, and someone somewhere will try to use it.</p><p> </p><p></p><p>The fact that taking a break between encounters doesn't distort balance is a factor of 4E, not a factor of encounter based recharge cycles. Furthermore, it does distort the balance in a way. If the party continues on without taking that 5 minute rest, they're underpowered for the next combat, which unbalances them with the expected difficulty of the following encounter. I think we're arguing at cross purposes here. I don't see the ability to repeatedly nova as being the <em>only</em> problem with the 15MAD. This quote makes me think that you do.</p><p></p><p> </p><p>Let me try to explain my point with a fictitious example:</p><p>We have a fighter with no rechargeable powers. A Wizard with daily spells. And a rogue with encounter powers.</p><p>They have an encounter but suffer no damage. An important bad guy fled and was not killed. The fighter wants to pursue him immediately. The rogue (who used his best encounter powers) wants to wait 5 minutes until he's at full power. The wizard (who cast his best spells) wants to rest all night until he's at full power. From a story perspective, pursuing immediately is the sensible option. From a survivalist perspective, waiting 5 minutes or 8 hours is the sensible option.</p><p>I don't see how there's any real difference here between the rogue and the wizard. Both are putting the desire to be 'at full power' ahead of the story goal 'catch the bad guy'. Can you see that there is a similarity here?</p><p></p><p>So long as there are things which become unavailable, some players will want to wait until those things become available before continuing. So long as that occurs, it will be possible to end up with 15MAD-like situation where the players are ultra careful about being at full power all the time instead of pushing on with the story.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5976096, member: 1544"] I mean 'impact' as in, after you use it, you can't use it again until X. If not having it hinders you in any way, it's an impact. Using up a charge from a CLW wand isn't really an impact. Using up the last charge might be. Using up fireball when it's your most powerful spell is definitely a significant impact. So long as there are things that run out, there will be the possibility of deciding not to proceed until they have been recharged/repurchased/re-enchanted/re-whatever. This goes for hit points as much as it does spells. So long as not being at full power is a factor of the game, some gamers will want to return to full power before continuing. The only way to completely prevent this is to have everything reset immediately at the end of an encounter. All spells/powers, all HP, all surges, everything. If you don't prevent it, the 15MAD concept is still possible, and someone somewhere will try to use it. The fact that taking a break between encounters doesn't distort balance is a factor of 4E, not a factor of encounter based recharge cycles. Furthermore, it does distort the balance in a way. If the party continues on without taking that 5 minute rest, they're underpowered for the next combat, which unbalances them with the expected difficulty of the following encounter. I think we're arguing at cross purposes here. I don't see the ability to repeatedly nova as being the [I]only[/I] problem with the 15MAD. This quote makes me think that you do. Let me try to explain my point with a fictitious example: We have a fighter with no rechargeable powers. A Wizard with daily spells. And a rogue with encounter powers. They have an encounter but suffer no damage. An important bad guy fled and was not killed. The fighter wants to pursue him immediately. The rogue (who used his best encounter powers) wants to wait 5 minutes until he's at full power. The wizard (who cast his best spells) wants to rest all night until he's at full power. From a story perspective, pursuing immediately is the sensible option. From a survivalist perspective, waiting 5 minutes or 8 hours is the sensible option. I don't see how there's any real difference here between the rogue and the wizard. Both are putting the desire to be 'at full power' ahead of the story goal 'catch the bad guy'. Can you see that there is a similarity here? So long as there are things which become unavailable, some players will want to wait until those things become available before continuing. So long as that occurs, it will be possible to end up with 15MAD-like situation where the players are ultra careful about being at full power all the time instead of pushing on with the story. [/QUOTE]
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