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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7420337" data-attributes="member: 996"><p>If that's your experience - if your group didn't make much or much effective use of dailies, and if they rarely pushed to the point anyone ran low enough on surges for it to affect their tactics in an encounter - then that's your experience. I've certainly seen dailies have very high impact in specific encounters, and seen being out of dailies or low on surges impact how a character or party had to aproach an encounter (or try to avoid further encounters) - from both sides of the screen. </p><p></p><p>It's not just that our experiences are hard to reconcile, though - I can see how a narrow range of play, short days combined with unnecessary hording of dailies, for instance, could result in under-valuing surges & daily attack powers, for instance - but I don't see how you can expect me to accept your experiences as negating the facts of the system. 4e granted AEDU classes equal numbers of encounter & daily attacks, the latter being significantly more powerful. That's a lot less concentration of power in dailies than prior eds (which topped out with dozend of dailies, vs 3 or 4 in 4e), and a lot more concentration of power in encounters compared to, well /none/ for most prior-ed characters. But, that's more less daily power & more encounter power, relative to an extreme of all-daily, no encounter.</p><p></p><p>If you compare 4e to the basic-mechanics similar of Gamma World, for the other extreme, it's adding Daily attack powers, Daily utilities, daily healing surges and long-rest recovery of hps, it's all about daily stuff in that comparison.</p><p></p><p>Hence it being nearer the middle of the very hypothetical daily-to-encounter spectrum. It provides more robust/consistent balance within encounters than a game that aims to deliver balance only over a campaign or within a day of prescribed length, but less consistent than one that simply resets after every encounter. It's not balanced only around the generic encounter or only at a specific day length - it'd be closer to the truth to say it aims for balance independent of either.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7420337, member: 996"] If that's your experience - if your group didn't make much or much effective use of dailies, and if they rarely pushed to the point anyone ran low enough on surges for it to affect their tactics in an encounter - then that's your experience. I've certainly seen dailies have very high impact in specific encounters, and seen being out of dailies or low on surges impact how a character or party had to aproach an encounter (or try to avoid further encounters) - from both sides of the screen. It's not just that our experiences are hard to reconcile, though - I can see how a narrow range of play, short days combined with unnecessary hording of dailies, for instance, could result in under-valuing surges & daily attack powers, for instance - but I don't see how you can expect me to accept your experiences as negating the facts of the system. 4e granted AEDU classes equal numbers of encounter & daily attacks, the latter being significantly more powerful. That's a lot less concentration of power in dailies than prior eds (which topped out with dozend of dailies, vs 3 or 4 in 4e), and a lot more concentration of power in encounters compared to, well /none/ for most prior-ed characters. But, that's more less daily power & more encounter power, relative to an extreme of all-daily, no encounter. If you compare 4e to the basic-mechanics similar of Gamma World, for the other extreme, it's adding Daily attack powers, Daily utilities, daily healing surges and long-rest recovery of hps, it's all about daily stuff in that comparison. Hence it being nearer the middle of the very hypothetical daily-to-encounter spectrum. It provides more robust/consistent balance within encounters than a game that aims to deliver balance only over a campaign or within a day of prescribed length, but less consistent than one that simply resets after every encounter. It's not balanced only around the generic encounter or only at a specific day length - it'd be closer to the truth to say it aims for balance independent of either. [/QUOTE]
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