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General Tabletop Discussion
*Pathfinder & Starfinder
"Per Encounter"-Ability: Hopefully not in the rules
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<blockquote data-quote="Danzauker" data-source="post: 3860402" data-attributes="member: 1929"><p>I admit at first, when I first read about per encounter abilities, I was more on the "no way!" side of things.</p><p></p><p>But afrer a lot of considerations, I came to the conclusion that I REALLY love the concept!</p><p></p><p>Because the concept is NARRATIVE. And D&D is a STORYTELLING game, after all.</p><p></p><p>So, I like that the DM has this level of control. What a DM says is an encounter, is an encounter (good sense is always a requirement when roleplaying, of course).</p><p></p><p>Like in books, we just focus on the relevant parts, not on the inbetweens. So, in D&D combat. Who cares if a paladin can smite evil when there's no fight around? For game balance, I think it's enough to know how many times he can do it in a fight.</p><p></p><p>That is, the "basic" element of story progression, moves from the day, to the encounter. This mean time flows freely in a D&D adventure. Just like in narrative. You can have a fast paced adventure with tend of encounters, or a slow paced one with just one a day.</p><p></p><p>And they both work the same with a per encounter power management system.</p><p></p><p>That's good in my book.</p><p></p><p>A lot of people like to complain that D&D is getting too videogamey or WoW like, but IMHO moving from a fixed time management system, where you must wait for the "mana gauge" to refill, to a free-form one, where resources depend largely on the needs of story development, is a move in the exact opposite direction...</p></blockquote><p></p>
[QUOTE="Danzauker, post: 3860402, member: 1929"] I admit at first, when I first read about per encounter abilities, I was more on the "no way!" side of things. But afrer a lot of considerations, I came to the conclusion that I REALLY love the concept! Because the concept is NARRATIVE. And D&D is a STORYTELLING game, after all. So, I like that the DM has this level of control. What a DM says is an encounter, is an encounter (good sense is always a requirement when roleplaying, of course). Like in books, we just focus on the relevant parts, not on the inbetweens. So, in D&D combat. Who cares if a paladin can smite evil when there's no fight around? For game balance, I think it's enough to know how many times he can do it in a fight. That is, the "basic" element of story progression, moves from the day, to the encounter. This mean time flows freely in a D&D adventure. Just like in narrative. You can have a fast paced adventure with tend of encounters, or a slow paced one with just one a day. And they both work the same with a per encounter power management system. That's good in my book. A lot of people like to complain that D&D is getting too videogamey or WoW like, but IMHO moving from a fixed time management system, where you must wait for the "mana gauge" to refill, to a free-form one, where resources depend largely on the needs of story development, is a move in the exact opposite direction... [/QUOTE]
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"Per Encounter"-Ability: Hopefully not in the rules
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