What I was saying is that you can have a system where you have 100% of your offense for three fights guaranteed. However if you would have dungeon that has 8 fightss you only have that 100% for 3 of them.That's not the read I'm getting. One group wants attrition of offensive power throughout the day*. You use a fireball on those 8 orcs – great, that made that encounter easy, but now you're down one fireball. You need to carefully ration when and how you use your magic (because it's mostly spells that are affected by this). This also needs to be weighed against hp loss: if you didn't blast those orcs out of existence, how much damage would they have done? And would that damage require more resources to heal than the fireball cost? In this model, each encounter is mostly a foregone conclusion – the question is whether you're ahead or behind on expected resource use, not whether or not you'll win that fight. And later in the day, that's when encounters become threatening for real, because you've used up your reserves
You still have your three fireballs but you have eight rooms to use them.
Group B will only ever use three rooms with three fireballs.
Group A uses eight rooms and you'll have to ration your three fireballs.
Group C uses six rooms and you get a fireball back after 5 rounds of combat.
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