Mustrum_Ridcully said:
Please, do not leave it at that. I want to know how you see or understand it.
1) The ability for a PC to use 100% of his resources in a fight is unchanged from 4e to 3e.
2) The CR of a creature is not based on how many resources you have used, or have left. CR is a fixed value representing combat effectiveness/threat, and it assumes a fresh party. (If it didn't, it would be




ing useless.)
3) It is impossible (well, not impossible, but impractical) for a monster's
effectiveness to double every 4 levels. However, in 4e, the
XP award for a monster doubles every four levels. The
power curve does not advance as fast as the
XP curve.
4) Ergo, it is more efficient for the 4e party to fight above their level. They will earn XP faster than the threat increases. And it doesn't matter if they have to "go nova" to do this, because--
just exactly as was true in 3e-- there is no penalty for retiring for the day.
5) 4e does not contain any disincentive to abandon the 15-minute adventuring day.
Rather, it contains
incentives to keep adventuring: Namely, your baseline "weakest state" is more powerful than it was in 3e.
However, the fact that a "depleted" 4e party
may continue on at 75% of their optimal state does not mean that they
must continue on at 75% of their optimal state. If they want to, they can
also leave for the day.
In 4E, this is different. A lot of your resources are only per encounter, and you have some extras that are per day. you can still nova, but the potential benefit (going from 20-25 % to 90-100 % in 3E) is lower (going from ~70-80% to 90-100 % in 4E).
We're not discussing the benefits of going nova or not going nova. It's irrelevant to the fact that the XP curve advances faster than the difficulty curve,
except to point out that if 4e characters want to expend 100% of their resources in every single fight, their ability to do so is no more curtailed than it was in 3e. (That is to say, the DM either allows them to get away with the 15 minute adventuring day, or he doesn't.)