MoogleEmpMog
First Post
Psion said:Okay... what constitutes an "encounter"? Unlike D&D (much to my chagrin), what happens outside of combat can be very important, and many of those "per session" balanced abilities that I spoke of are all about what happens between encounters.
Spycraft is a bit of an odd fish in this, because of its unusual method of handling time; all of the Dramatic Conflicts are sterling examples of what I would expect from a sophisticated encounter-based design, but the fact they (rightly) don't occur on a unified timescale makes things more complex.
I can *almost* see using per session mechanics in light of this - but IMO, Spycraft actually demonstrates a better way right within its own pages, in the form of the various options for each Dramatic Conflict.
D&D, in any case, has a much more focused encounter scale. I can't imagine a D&D encounter that would have each round be an hour or a day, and the 6-second-scale Dramatic Conflicts would work just as well with per encounter or per day systems.
Psion said:It should be noted that Action dice aren't just a per-session resource. The GM is supposed to award 2-3 per hour. But moving on...
Since the players generally hoarded them, and in such a large group (12 average) had fewer chances to show off to get them, this didn't work out as often as by the rules.
Psion said:See, I'm thinking "feature". Players like to do something really cool once in a while, and not have to bank on a natural 20.
Except that I'm talking about players going "wait, we're wrapping up for the session? May as well throw all my action dice into a, um... somebody find something I could do with my dice!" The players didn't just go hog-wild on a skill check that really mattered to them, they hoarded their dice or just spent a bit here and a bit there and then realized they might as well use them on something they didn't really care about when the session was about to end.
Psion said:It would be highly dependent upon how the game washes out, but up front, I'm not seeing this "balance" concern of yours. You give the players a resource; they use them. The fact that it's based on table time instead of in-game time just means it's balanced differently. This certainly has different implications, but as already mentioned, I consider those largely positive.
Because 'per day' has at least some in-game component that can be driven, if not completely accounted for, at the time of adventure writing. 'Per session' is dependent on a huge number of metagame factors unique to individual groups - if not individual game sessions. As such, I do not consider it appropriate for an RPG with a heavy Gamist bent, such as D&D.