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<blockquote data-quote="pemerton" data-source="post: 5977591" data-attributes="member: 42582"><p>My issue with that is it can be a bit boring. Encounters become all about attrition now for some dramatic payoff later (when the attrition actually catches up with you).</p><p></p><p>That's not meant as a fatal objection. But equally I think we need to remember where the pressure came from to go the 3E/4e route.</p><p></p><p></p><p>I can't remember the details of your RPG, but I assume it has some sort of wound or longer-term recovery mechanic when the THP have all been hacked away. Nevertheless, considered in rough-and-ready functional terms, this seems pretty similar to 4e: you start each encounter with a pool of hp which the encounter can fully (or near-fully) deplete, and then you get them all back before the next encounter. So each encounter raises a genuine prospect of suffering badly, and hence is exciting in a way that pure attrition systems of the AD&D variety can tend not to be.</p><p></p><p>I like 2. I'm a bit dubious about 1 - it can make life boring for the player of the caster, which in turn creates pressure to liberalise the timing rules, which in turn undoes the balance that was meant to be in place. Is there a way of doing preparation that makes it active in some fashion for the player - perhaps even some sort of active defence, rather than simply relying on Concentration checks if they get hit?</p><p></p><p>I have run more than 3 sessions in my 4e campaign! Even more than 3 memorable ones! It's just that only some of them lend themselves nicely to explaining things on the internet.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5977591, member: 42582"] My issue with that is it can be a bit boring. Encounters become all about attrition now for some dramatic payoff later (when the attrition actually catches up with you). That's not meant as a fatal objection. But equally I think we need to remember where the pressure came from to go the 3E/4e route. I can't remember the details of your RPG, but I assume it has some sort of wound or longer-term recovery mechanic when the THP have all been hacked away. Nevertheless, considered in rough-and-ready functional terms, this seems pretty similar to 4e: you start each encounter with a pool of hp which the encounter can fully (or near-fully) deplete, and then you get them all back before the next encounter. So each encounter raises a genuine prospect of suffering badly, and hence is exciting in a way that pure attrition systems of the AD&D variety can tend not to be. I like 2. I'm a bit dubious about 1 - it can make life boring for the player of the caster, which in turn creates pressure to liberalise the timing rules, which in turn undoes the balance that was meant to be in place. Is there a way of doing preparation that makes it active in some fashion for the player - perhaps even some sort of active defence, rather than simply relying on Concentration checks if they get hit? I have run more than 3 sessions in my 4e campaign! Even more than 3 memorable ones! It's just that only some of them lend themselves nicely to explaining things on the internet. [/QUOTE]
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