Thanks.Wow, that was a well thought-out and reasoned response to my umpteen million posts on this topic.
Agreed, but for me it's a bit like saying that an alarm clock forces your hand. It's a type of discipline and reminder. And because the other parts of the game all point the same way (more-or-less, at least), I don't find it a hard discipline to respond to. I haven't had the burnout experience you're describing - actually, the opposite. I had been GMing Rolemaster in a more-or-less encounter-based fashion. RM has a similar gonzo-fantasy vibe to D&D (especially at higher levels), but doesn't have the same mechanical tools and features to strongly support encounter-based play. So I have found the move to 4e very liberating and supportive of the approach I was trying to take anyway.In general, though, I still feel that using encounter-based resources over daily-based resources really forces your hand as a DM. You have to craft every single encounter to be both challenging and interesting, and it can wear on you.
I haven't found this - I find that the mechanics themselves generate the right dynamic - but I'm probably using the mechanics in a particular way (especially a lot of "say yes" stuff to skip over thematically unimportant exploration).It also forces you as DM to use more artificial-feeling methods to control pacing to prevent that sort of problem.
About 18 months ago I did a reverse experiment - used 4e to run an exploration-oriented scenario. The actual play report is here. I thought it went pretty well, but it was quite a bit different, I think, from how the same scenario would run in classic D&D.It also puts a damper on exploration or sandbox style play because each encounter has to be balanced.
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In Pathfinder, I've found that I was able to design adventures both in an encounter-based sense and in an exploration/sandbox sense. I specifically tested out this theory with this week's session, designing an adventure for the session that I could easily turn into a 4e adventure just by playing "swap the monsters". It worked beautifully.
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I want a system that's flexible enough to give me both options.
I don't have a strong view on what D&Dnext should be. I do know that if it is weaker in its support for encounter-based play than 4e, I probably won't be running it. But I may not be running it in any event, as once our 4e campaign comes to an end I'm hoping my players will be happy for me to run some Burning Wheel.I don't hate 4e and I don't hate encounter-based design. But I've already got 4e as a great system for that style of gameplay. I don't want Next to reinvent the wheel or try to fix something that's not really broken. I want it to give me more options as a DM for what stories and adventures I can cover in my games, not less.
I do have strong views on what D&Dnext should be if it is to satisfy its stated design goals, though! Which include making the 4e experience possible - so they will have to think about how spell durations, resource recovery rates, etc all factor into encounter based play - and which also include the "3 pillars" - so they will have to think about how you set meaningful stakes for non-combat interaction, and how to dynamically resolve those sorts of situations. The playtest tends to make me a little pessimistic about where they're heading in both the respects.