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General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="howandwhy99" data-source="post: 3816184" data-attributes="member: 3192"><p>Healing dictates Per Day choices quite well. And most HP loss is often cured by, well, cure potions. By their nature these are limited resources.</p><p></p><p>Your suggestion about splitting mooks from your PC enemies is a strategy decision, but hardly one that arises because of removing Per Day abilities. Too dangerous encounters remain a pre-combat challenge either way. Per Day abilities simply add back in the realism of not fighting without end. As mentioned above, if players are allowed to control their own decisions on when to fight, they could hypothetically level 1-30 in 24 hours. Perhaps this is to arbitrary a design decision to include such realism, but I'd at least include it as an option.</p><p></p><p></p><p>Are you reading the same passage? Effectively, all strategy is meaningless because no one ever has to worry about anything until initiative is rolled. Neither is any combat affected by any other potential combat. "Run or we'll never have enough strength to escape this place!" Tactics-Only is the potential New Game. I'm sorry, but isn't this is a life simulation game? Life is rarely about tactics and almost always about strategy. Strategy actually requires roleplay; it requires role assumption to see the situation. Tactics that only begin after initiative is rolled are colloquially called "Hack & Slash". It's isn't bad, but play shouldn't be restricted to it.</p><p></p><p>Perhaps you should have had something actually come up behind you? Like a reactive dungeon or world or something...</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3816184, member: 3192"] Healing dictates Per Day choices quite well. And most HP loss is often cured by, well, cure potions. By their nature these are limited resources. Your suggestion about splitting mooks from your PC enemies is a strategy decision, but hardly one that arises because of removing Per Day abilities. Too dangerous encounters remain a pre-combat challenge either way. Per Day abilities simply add back in the realism of not fighting without end. As mentioned above, if players are allowed to control their own decisions on when to fight, they could hypothetically level 1-30 in 24 hours. Perhaps this is to arbitrary a design decision to include such realism, but I'd at least include it as an option. Are you reading the same passage? Effectively, all strategy is meaningless because no one ever has to worry about anything until initiative is rolled. Neither is any combat affected by any other potential combat. "Run or we'll never have enough strength to escape this place!" Tactics-Only is the potential New Game. I'm sorry, but isn't this is a life simulation game? Life is rarely about tactics and almost always about strategy. Strategy actually requires roleplay; it requires role assumption to see the situation. Tactics that only begin after initiative is rolled are colloquially called "Hack & Slash". It's isn't bad, but play shouldn't be restricted to it. Perhaps you should have had something actually come up behind you? Like a reactive dungeon or world or something... [/QUOTE]
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