Philip said:
True, but in practice it meant that intelligent players would attempt to rest and recover their limited resources whenever some of it was spent. Consequently, in nearly all encounters the PCs have 100% of their resources unless you forced some time-constriction upon them.
I got a bit tired of always trying to find believable time restrictions to force upon the players, and the players got tired as well of the feeling of 'always having to run'.
A common counter: attacking the PCs when they recover their resources is hard to do as well. Especially if such attacks never happen when they are not busy recovering their resources (they are just sleeping because they are tired for example), and they only really compound the problem: if they are attacked while recovering and survive, the motivation to recover resources only gets larger.
Strategic use of resources is only feasible if there is some kind of meta-game agreement between the DM and the players that the coming encounter(s) are survivable without giving it their full.
I find that most characters don't act as if the next encounter will be their last, because their players are aware of this understanding. To me that is (for most characters) weird and poor RP.
Philip said:
Stalker0 said:
This is one problem I have with the per day system, that there is no good reason why an npc wizard should not call down heaven and earth upon the pcs. They are likely the greatest threat he has ever faced, and he's certainly not going to go down in some dungeon and face a hoard of other nasties that day. The best chance he has to save his life is to throw every nasty spell he has as quickly as possible. The only thing that prevents that is DM fiat.
Precisely the problem with the multiple encounters per day (or better, before recovering resources) paradigma. I think it a strange conceit that PCs are treating a fight with NPCs as if their lives aren't at stake, because 'it is the first encounter of the day'.
I think these are getting close to the heart of the debate.
Responding to the 2nd first, encounters are not predetermined by the DM. Four encounters per day may be the balancing mechanism in 3.5, but there is no implication that 4 "EL = Party Level" encounters will be met each day. Nor any such equivalent. The Players choose their battles, not the DM. At 20th level the PCs could seek out battle against single kobolds all day long, if they so choose. What they do is not the DMs' responsibility, it's there's. The Players choose their own fun.
PCs/Players treat battles as their "first encounter of the day" only if they desire to do more battles that day. Of course, as things progress, they might change their minds. IME, most PCs/Players aren't always looking for battle. Typically they enter dangerous lands, dungeons, etc. to achieve other self chosen objects (even if it's just for gold and cool stuff). Engaging in combat isn't necessary for such objectives, but it's a possibility. Given that, most players will prepare for battle, but actually seek to find alternate means to achieve what they want. That's strategy. Why fight 100 lizardsmeng when you can poison their water supply and still get the XP?
NPCs battling the PCs only face off if those characters choose to (though they might find running difficult depending). So DM Fiat is not forcing encounters on the PCs arbitrarily. That's poor DMing IMO. Foes the PCs do not encounter, but actually vice versa are the result of DMs roleplaying their NPCs. These then run, battle, negotiate, or whatever depending. That low level Wizard is very low Wis, if he is throwing his life away.
---Both those dependings based on personality, situation, goals/plans, etc.
To Philip's 1st post, Intelligent players should want to rest and recover whenever it is safe to do so. It's the safety element that often keeps folks from doing so. "Rest areas" aren't built into dungeons so the players can sleep and face their next 4 battles. That's just as boggling to me as if I forced a time commitment on them every single day to get those battles in. It's frustrating and nonsensical to the world.
My advice is DO NOT create any metagame understanding between you and the players about what they are supposed to do and what they can expect the Monsters to do. They can figure that out in character. Play the monsters as tough as their/your descriptions suggest and let the players win by their own ingenuity. They will seek out appropriate challenges based on their own judgments.