IanArgent
First Post
Pemerton is calling it "operational" level resource management; and I can accept that. Tactics in this case is the management of the encounter, operational a series of encounters, and strategic would be across the adventure as a whole. (Grand Strategy would be the campaign, then).Reynard said:No. He is saying that those things are not dependent on one another. in other words, with oer day resources, you get the added fun of worrying about longer term resource depletion. Yet you still have fun, challenging and tactically significant encounters. The per-encounter resource focus is not only unnecessary, it actually removes a fun, viable part of the game that has been there since the beginning and is a big part of what makes D&D, D&D.
My complaint is that right now, only spellcasters have to play the operational-level resource management game, and that is their entire game. Either get rid of it across the board, or make everyone play all levels of the resource management game. D&D 4 has chosen the second - everyone has to balance logistics of abilities tactics, operations, and strategy.
I disagree that making your entire character revolve around strictly operational-level ability management is fun, BTW. I hate it myself - which is why I've never played a single-class caster on the tabletop, and rarely on the computer D&D games (where it's easier to evade/avoid the logistical bottlenecks on caster abilities).
Spellcasters should not require a degree of foresight beyond the encounter more than any other archetype; not in core D&D anyway. I think that's where the two sides are splitting - should it be harder to play a caster than a warrior or an expert? Should the caster have to worry more about logistics than the warrior or expert?
4ed game design says no, apparently. "All classes will have a mix of per day, per encounter, and at-will abilities".
I'm going to turn the OP's question around - why shouldn't warriors have per encounter and per-day abilities?