mamba
Legend
and at-will refreshes via potion take away attritionIts not an either/or. Fun comes from a lot of different aspects of a game, including both challenge and attrition.
and at-will refreshes via potion take away attritionIts not an either/or. Fun comes from a lot of different aspects of a game, including both challenge and attrition.
That doesn't mean Chess is 100% attrition. Draughts, for example, has arguably more attrition than chess. Yet chess is more fun than draughts because of the things that aren't attrition. And a game of draughts where the pieces moved forwards and backwards rather than diagonally might have just as much attrition. But would be less fun than draughts.All movement is irrevocable... Unless you have some kind of time travel power.
And yes, it is attrition.
a reduction in numbers usually as a result of resignation, retirement, or death
Pieces never recover in Chess. Resources only ever go down.
and at-will refreshes via potion take away attrition
...the game designer. Was that a real question or are you too just being obtuse on purpose?
Okay so how are they handed out by the game designer? What mechanism are you using?
Well this is getting into semantics.That doesn't mean Chess is 100% attrition.
No, because by slow natural recovery I mean slow natural recovery. Wasting a week or more after one encounter wouldn't be a viable option, and especially not in a game where time matters. What you can get back passively only negates the need to consume energy for trivial encounters; if you blow your Mana pool on a goblin you're going to need potions or a two week siesta. Stamina would likely come back faster, but would still be in the same boat.
could you elaborate on what you're actually defining as 'survival mechanics' because what i seem to be parsing your meaning by that is just 'rests'And meanwhile, at no point is resting actually required. Read the topic title. The entire point is to stop conflating resource recovery with survival mechanics.
Crafting and Gathering mechanics combined with a functional economy system that mirrors the relative rarity of the required components and skill to make them.
Basically, a short rest takes 8 hours, a long rest takes a week. Healing each day cost HD or another resource like magic.
magicka potions (to restore spells) and stamina potions (to restore physical abilities like action surge)
could you elaborate on what you're actually defining as 'survival mechanics'
So you are still either incumbent on the DM to control the availability of the resource
or the players can farm as much they like.
Also building a functional economy seems a heck of a lot of work,