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<blockquote data-quote="pemerton" data-source="post: 4265991" data-attributes="member: 42582"><p>But the explanation has been given. Repeatedly. It's a mechancial device for facilitating the narrative. You yourself say that you can see the gameplay logic.</p><p></p><p>My suggestion was that, if you really don't like such devices (eg hit points) then D&D may not be the game for you. Conversely, if you can stomach hit points (which are a device for ensuring that basically no PC ever dies from the first blow, or from the first fall down a pit, or the first fall of a horse, or ...) then I don't see why you can't stomach per-encounters and dailies (which are a device for ensuring that only one gobling per encounter/per day opens itself up to the Manouevre of All Death).</p><p></p><p>Then you get a fatigue point system. That presumably has to interact with the hit point system (which seems linked to fatigue). And the movement mechanics. Rolemaster Companions are chock-full of this sort of thing, but they don't always make for a better game.</p><p></p><p>Why? Many RPGs have Fate Points, which empower a player to declare that circumstances favour his or her character (OGL Conan is one example in the d20 line of games). These mechanics typically leave it up to the player to specify what exactly the relevant circumstances are. And by being a finite resource they put a limit on repeatability. But they are not absurd. Their metagame purpose is obvious.</p><p></p><p>Just think of dailies and per-encounters as a variant Fate Point mechanic for martial PCs. (Just like hit points are a variant Fate Point mechanic for all PCs.)</p><p></p><p>One implication of this treatment of martial dailies is that the PC does not know when his/her daily has been used (just as, in OGL Conan, a PC does not know how many Fate Points are left even though the player does). But a reasonable player should be able to find a way to bring this metagame knowledge into play at the ingame level - even if it only consists in the PC saying "I don't feel so lucky this time. Let's not press on just now."</p></blockquote><p></p>
[QUOTE="pemerton, post: 4265991, member: 42582"] But the explanation has been given. Repeatedly. It's a mechancial device for facilitating the narrative. You yourself say that you can see the gameplay logic. My suggestion was that, if you really don't like such devices (eg hit points) then D&D may not be the game for you. Conversely, if you can stomach hit points (which are a device for ensuring that basically no PC ever dies from the first blow, or from the first fall down a pit, or the first fall of a horse, or ...) then I don't see why you can't stomach per-encounters and dailies (which are a device for ensuring that only one gobling per encounter/per day opens itself up to the Manouevre of All Death). Then you get a fatigue point system. That presumably has to interact with the hit point system (which seems linked to fatigue). And the movement mechanics. Rolemaster Companions are chock-full of this sort of thing, but they don't always make for a better game. Why? Many RPGs have Fate Points, which empower a player to declare that circumstances favour his or her character (OGL Conan is one example in the d20 line of games). These mechanics typically leave it up to the player to specify what exactly the relevant circumstances are. And by being a finite resource they put a limit on repeatability. But they are not absurd. Their metagame purpose is obvious. Just think of dailies and per-encounters as a variant Fate Point mechanic for martial PCs. (Just like hit points are a variant Fate Point mechanic for all PCs.) One implication of this treatment of martial dailies is that the PC does not know when his/her daily has been used (just as, in OGL Conan, a PC does not know how many Fate Points are left even though the player does). But a reasonable player should be able to find a way to bring this metagame knowledge into play at the ingame level - even if it only consists in the PC saying "I don't feel so lucky this time. Let's not press on just now." [/QUOTE]
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