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General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
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<blockquote data-quote="pemerton" data-source="post: 8125803" data-attributes="member: 42582"><p>It's quite a while since I've played a RPG with strategic-level resource management.</p><p></p><p>In 4e (as I experienced it), them most basic site of resource management is <em>within the encounter.</em> This is not really about <em>meaningful choices as to what content to encounter or rewards to earn</em>. There is no particular need to gate future encounters behind prior successful encounters - the fiction can be what it can be without needing to be especially dependant on past resource expenditure. And "rewards" in 4e are <em>treasure parcels per level</em> which correlates to <em>treasure parcels per quantum of XP</em>. The game doesn't really envisage "missing out" on treasure or encounters in the way that (say) Against the Giants or Tomb of Horrors does.</p><p></p><p>4e also has daily resources, but these are mostly about either pacing (healing surges) - which become life-and-death only occasionally (the bigger deal normally is the encounter-level resource of <em>activating</em> healing) - or about "big bang" effects that get pulled out when the players really want to try hard.</p><p></p><p>Most of my play over the past few years has been with RPGs that don't involve resource management much or at all: Prince Valiant, Burning Wheel (this literally has a Resources stat, but my PC doesn't rely on buying stuff so it hasn't come into play in the games where I've been a player), Classic Traveller (for one of the PCs - the starship owner - money and its management is a big deal, but not for the rest of them), Cortex+ Heroic (plot points in this system are a resource, but comparable to 4e encounter powers and not at all like running out of torches deep in the Caves of Chaos).</p><p></p><p>This lack of resource management doesn't affect the occurrence or meaningfulness of player choices for their PCs.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8125803, member: 42582"] It's quite a while since I've played a RPG with strategic-level resource management. In 4e (as I experienced it), them most basic site of resource management is [I]within the encounter.[/I] This is not really about [I]meaningful choices as to what content to encounter or rewards to earn[/I]. There is no particular need to gate future encounters behind prior successful encounters - the fiction can be what it can be without needing to be especially dependant on past resource expenditure. And "rewards" in 4e are [I]treasure parcels per level[/I] which correlates to [I]treasure parcels per quantum of XP[/I]. The game doesn't really envisage "missing out" on treasure or encounters in the way that (say) Against the Giants or Tomb of Horrors does. 4e also has daily resources, but these are mostly about either pacing (healing surges) - which become life-and-death only occasionally (the bigger deal normally is the encounter-level resource of [I]activating[/I] healing) - or about "big bang" effects that get pulled out when the players really want to try hard. Most of my play over the past few years has been with RPGs that don't involve resource management much or at all: Prince Valiant, Burning Wheel (this literally has a Resources stat, but my PC doesn't rely on buying stuff so it hasn't come into play in the games where I've been a player), Classic Traveller (for one of the PCs - the starship owner - money and its management is a big deal, but not for the rest of them), Cortex+ Heroic (plot points in this system are a resource, but comparable to 4e encounter powers and not at all like running out of torches deep in the Caves of Chaos). This lack of resource management doesn't affect the occurrence or meaningfulness of player choices for their PCs. [/QUOTE]
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Have the designers lost interest in short rests?
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