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General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="Reynard" data-source="post: 3824065" data-attributes="member: 467"><p>A per-encounter (or scene) duration is not the same as having abilities that refresh per-encounter. For example, you could rule that a Barbarian's rage ability lasts one battle (scene) but the character can only do so x times per day.</p><p></p><p>While the "per day" restricion can seem a little strange and arbitrary, the reason that is the basic unit of time used for abilities is that adventuring used to take a long time. Rounds were a whole minute, turns were ten minutes and every action cost time. Imagine exploring an abandoned hospital or asylum, condemned and full of unstable floors and walls, locked doors and hidden caches of equipment. How long would it take? Now, fill it with things that want to eat you.</p><p></p><p>I wonder, how will per-encounter resources interact with an exploratory adventure like a dungeon crawl or wilderness "hex mapping" where as many encounters are random as not, where "pacing" isn't the ultimate arbiter of fun.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3824065, member: 467"] A per-encounter (or scene) duration is not the same as having abilities that refresh per-encounter. For example, you could rule that a Barbarian's rage ability lasts one battle (scene) but the character can only do so x times per day. While the "per day" restricion can seem a little strange and arbitrary, the reason that is the basic unit of time used for abilities is that adventuring used to take a long time. Rounds were a whole minute, turns were ten minutes and every action cost time. Imagine exploring an abandoned hospital or asylum, condemned and full of unstable floors and walls, locked doors and hidden caches of equipment. How long would it take? Now, fill it with things that want to eat you. I wonder, how will per-encounter resources interact with an exploratory adventure like a dungeon crawl or wilderness "hex mapping" where as many encounters are random as not, where "pacing" isn't the ultimate arbiter of fun. [/QUOTE]
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Per-Encounter/Per-Day Design and Gameplay Restrictions
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