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<blockquote data-quote="pemerton" data-source="post: 6264547" data-attributes="member: 42582"><p>Personally I think it's a bug, because in a system with asymmetric resources across PCs it overpowers those players whose PCs are able to nova.</p><p></p><p>ToH and its cousins aren't, in my view, a counterexample to this: rather, they exemplify it!</p><p></p><p>This isn't a very big constraint, because the "universe" in question is an authored one. Are the NPCs too sick, tired, or distracted to mount a manhunt? Do their gods send them precognitive visions warning of the PCs' pending assault? Etc etc. These sorts of things, all of which make a tremendous difference to "in-universe" responses and encounters, are at the discretion of the GM.</p><p></p><p>In my 4e campaign, after the PCs killed the alien being who was holding the Raven Queen to ransom in exchange for keeping her name secret, they encountered some "friends" of that being (starspawn) trying to trade her name to angels of Vecna. Was there an in-universe reason? Yes. But suppose the PCs had had no daily powers and no healing surges left, would I have framed that encounter? Probably not - in that alternative universe, the stars take a little longer to get in touch with Vecna's agents.</p><p></p><p>For me, if the designers expect the game to be indifferent to the ratio of ingame action to player resource recovery, they should make sure that no player has any significant and systematic advantage over any other player in varying that ratio one way or the other. Otherwise, the game gives rise to needless balance-of-power disputes between the nova-ers and the others. (Of versions of D&D, 4e comes closest to that. But it's possible to have more symmetric player resouces in an RPG than 4e does.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6264547, member: 42582"] Personally I think it's a bug, because in a system with asymmetric resources across PCs it overpowers those players whose PCs are able to nova. ToH and its cousins aren't, in my view, a counterexample to this: rather, they exemplify it! This isn't a very big constraint, because the "universe" in question is an authored one. Are the NPCs too sick, tired, or distracted to mount a manhunt? Do their gods send them precognitive visions warning of the PCs' pending assault? Etc etc. These sorts of things, all of which make a tremendous difference to "in-universe" responses and encounters, are at the discretion of the GM. In my 4e campaign, after the PCs killed the alien being who was holding the Raven Queen to ransom in exchange for keeping her name secret, they encountered some "friends" of that being (starspawn) trying to trade her name to angels of Vecna. Was there an in-universe reason? Yes. But suppose the PCs had had no daily powers and no healing surges left, would I have framed that encounter? Probably not - in that alternative universe, the stars take a little longer to get in touch with Vecna's agents. For me, if the designers expect the game to be indifferent to the ratio of ingame action to player resource recovery, they should make sure that no player has any significant and systematic advantage over any other player in varying that ratio one way or the other. Otherwise, the game gives rise to needless balance-of-power disputes between the nova-ers and the others. (Of versions of D&D, 4e comes closest to that. But it's possible to have more symmetric player resouces in an RPG than 4e does.) [/QUOTE]
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