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When "fun" just isn't enough.
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<blockquote data-quote="haakon1" data-source="post: 4012461" data-attributes="member: 25619"><p>Resource management is fun. I like turn-based-strategy games, and D&D (up to now) has had that aspect.</p><p></p><p>It's also had other aspects that make it fun:</p><p>- Risk. You never know what you're going to face, and you have to plan for it and make tradeoffs. Your character can die a horrible death if you aren't both lucky and skillful.</p><p>- Tradeoffs. Different classes have different ads and disads. Different actions do too -- rest and regain spells, but risk the wandering monster? Or waste a spell slot on Rope Trick? -- tough call, which means there's fun in making it.</p><p></p><p></p><p></p><p></p><p>Nod, short term buff spells are a tedious aspect of 3e.</p><p></p><p></p><p></p><p>Decision making, tradeoffs, luck, skill (good at estimating the enemy you'll face) -- this is interesting stuff, not bad stuff. It's the stuff a lot of games and sports are made of.</p><p></p><p></p><p></p><p>Almost never, but why is this bad? How many times do you arrive at the bank with zero cents in your pocket, or at the gas station on fumes? How often does a soldier come back from a patrol with no ammo or grenades left, a radio with a completely drained battery, and not a drop in his canteen? Why should EVERYTHING need to get used up in D&D either?</p><p></p><p></p><p></p><p>Hmmm, depends on the campaign. As a player in the World's Largest Dungeon, a lot. The two I've been running, rarely. The one with a lot of outdoor adventures, they camp when they find a good site and it's the end of the day. The dungeon-oriented one, when people are really beat up and need to heal. </p><p></p><p></p><p></p><p></p><p>Per encounter resources are too gamey. Why does entering an officially new encounter power you up? I don't see a non-game-mechanic reason for it, so I don't like it. I do like Resource Management play.</p></blockquote><p></p>
[QUOTE="haakon1, post: 4012461, member: 25619"] Resource management is fun. I like turn-based-strategy games, and D&D (up to now) has had that aspect. It's also had other aspects that make it fun: - Risk. You never know what you're going to face, and you have to plan for it and make tradeoffs. Your character can die a horrible death if you aren't both lucky and skillful. - Tradeoffs. Different classes have different ads and disads. Different actions do too -- rest and regain spells, but risk the wandering monster? Or waste a spell slot on Rope Trick? -- tough call, which means there's fun in making it. Nod, short term buff spells are a tedious aspect of 3e. Decision making, tradeoffs, luck, skill (good at estimating the enemy you'll face) -- this is interesting stuff, not bad stuff. It's the stuff a lot of games and sports are made of. Almost never, but why is this bad? How many times do you arrive at the bank with zero cents in your pocket, or at the gas station on fumes? How often does a soldier come back from a patrol with no ammo or grenades left, a radio with a completely drained battery, and not a drop in his canteen? Why should EVERYTHING need to get used up in D&D either? Hmmm, depends on the campaign. As a player in the World's Largest Dungeon, a lot. The two I've been running, rarely. The one with a lot of outdoor adventures, they camp when they find a good site and it's the end of the day. The dungeon-oriented one, when people are really beat up and need to heal. Per encounter resources are too gamey. Why does entering an officially new encounter power you up? I don't see a non-game-mechanic reason for it, so I don't like it. I do like Resource Management play. [/QUOTE]
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