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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="pemerton" data-source="post: 5174954" data-attributes="member: 42582"><p>But as they currently work, paragon paths and epic destinies don't relate to time at all. They're more like a player <em>narrative</em> resource, in the sene that by choosing a paragon path and epic destiny for his/her PC a player gets to stipulate that certain story elements will come into the game, and also gets to stipulate (in general terms, and in collaboration with the other players) the shape of the endgame.</p><p></p><p>I therefore think that your idea of trading of quests against one another is closer to time as a player resource.</p><p></p><p>A further issue - for what sort of benefit are players <em>spending</em> time? Is it to mechanically improve their PCs? If so, this is a bit at odds with the current logic of 4e, which tends to assume that mechanical advancement will take place regardless of how well the players spend their resources (short of a TPK). The benefits of playing well or poorly tend to be story benefits (eg getting to tell a story about the PCs winning rather than losing).</p><p></p><p>In Burning Wheel, time is factored in to conflict resolution in this way: a player can choose to have his/her PC act carefully, which gives a bonus to the roll, but on a failure authorises the GM to introduce a significant time-based complication (eg the guards arrive, the time bomb goes off, etc). This makes time a resource of a sort for the players - they can try to use it to get bonuses, at the risk of having it backfire on them. It might be possible to incorporate an idea like this into the skil challenge mechanics.</p><p></p><p>But if time is going to operate as a resource at the level of mechanical advancement rather than story advancement, I haven't yet got a clear handle on how you see that working.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5174954, member: 42582"] But as they currently work, paragon paths and epic destinies don't relate to time at all. They're more like a player [I]narrative[/I] resource, in the sene that by choosing a paragon path and epic destiny for his/her PC a player gets to stipulate that certain story elements will come into the game, and also gets to stipulate (in general terms, and in collaboration with the other players) the shape of the endgame. I therefore think that your idea of trading of quests against one another is closer to time as a player resource. A further issue - for what sort of benefit are players [I]spending[/I] time? Is it to mechanically improve their PCs? If so, this is a bit at odds with the current logic of 4e, which tends to assume that mechanical advancement will take place regardless of how well the players spend their resources (short of a TPK). The benefits of playing well or poorly tend to be story benefits (eg getting to tell a story about the PCs winning rather than losing). In Burning Wheel, time is factored in to conflict resolution in this way: a player can choose to have his/her PC act carefully, which gives a bonus to the roll, but on a failure authorises the GM to introduce a significant time-based complication (eg the guards arrive, the time bomb goes off, etc). This makes time a resource of a sort for the players - they can try to use it to get bonuses, at the risk of having it backfire on them. It might be possible to incorporate an idea like this into the skil challenge mechanics. But if time is going to operate as a resource at the level of mechanical advancement rather than story advancement, I haven't yet got a clear handle on how you see that working. [/QUOTE]
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