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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="Lanefan" data-source="post: 9292736" data-attributes="member: 29398"><p>The 5-minute workday might be less fun for those who want all action all the time, but in no possible way is it unrealistic behavior.</p><p></p><p>And it's not even a product of bad game design. It doesn't matter what the game's design is*, it's realistic to expect characters who put themselves into dangerous situations to try to mitigate that danger whenever and however possible; and one way of doing so is to make sure everyone's at full resources (as defined in the game/setting) before entering any battle, because it's best to assume the worst-case scenario where your opponents will also be at full pop.</p><p></p><p>* - assuming any sort of ongoing resource-attrition model; if everyone gets reset to full after every battle that's different, and IMO far FAR more unrealistic than characters trying to rest whenever they can and thus stop the attrition before it becomes a problem for them.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9292736, member: 29398"] The 5-minute workday might be less fun for those who want all action all the time, but in no possible way is it unrealistic behavior. And it's not even a product of bad game design. It doesn't matter what the game's design is*, it's realistic to expect characters who put themselves into dangerous situations to try to mitigate that danger whenever and however possible; and one way of doing so is to make sure everyone's at full resources (as defined in the game/setting) before entering any battle, because it's best to assume the worst-case scenario where your opponents will also be at full pop. * - assuming any sort of ongoing resource-attrition model; if everyone gets reset to full after every battle that's different, and IMO far FAR more unrealistic than characters trying to rest whenever they can and thus stop the attrition before it becomes a problem for them. [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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