Raven Crowking said:
If an encounter may be lost unless you use your significant resources, it would be foolish to claim that the PCs can know which way the dice will roll ahead of time. A fight that can result, for example, in a TPK is only a threat of a TPK until it is over. It would be foolish players indeed to assume that "Hey, it hasn't happened yet, so let's not take prudent action!" However, it would be equally foolish to assume that the "threat" of any encounter would continue to be significant if said threat was divorced from any actual consequence.
My position on this has been extremely clear, over pages of posts, although I understand that it is far easier to answer a strawman position than the one that I am taking.
I agree your position is clear. I deny that it is true. I have given arguments in support of my denial. One of those arguments is the (imagined) example at post
#1001. You have not responded to that post.
Frankly, I don't understand what you think the strawman is. But I also don't understand why you continue to insist that a party will always deploy its daily resources first, if it feels under threat, without considering in some detail what those resources, and their techniques of deployment, might be. It is this question that my example tries to investigate (drawing on the remarks made by other posters who play per-encounter systems, and the comments of the designers).
Raven Crowking said:
this was an example of the doublethink in Pemerton's examples.
As you probably know, "doublethink" is a term coined by George Orwell in 1984. It characterises the state of mind of an adherent of Ingsoc (and, by implication, a member of the British Communist Party of Orwell's time) to simultaneously believe inconsistent propositions (eg that Stalin is a great humanist, and that he murdered millions of people) as part of the system of ideological commitment.
I don't see that the term has any application to any participant in the current thread, given that none of us is engaged in the defence of any controversial political doctrine by way of inconsistent assertions.
Raven Crowking said:
(1) Your resources are almost depleted by fighting the BBEG.
(2) You need resources to have tactically challenging fights.
(3) Therefore mop-up cannot be tactically challenging.
Coupled with
(1) Tactically challenging encounters can exist without resource depletion.
(2) Therefore you can have tactically challenging encounters that do not take resource attrition into account.
This has nothing to do with doublethink. What you are alleging is contradiction. I have already tried to explain why there is no contradiction, particular in post
# 1016. It is crucial to that explanation that the fight against the BBEG can be tactically challenging without necessarily leading to resource depletion (because it can
threaten such depletion in an interesting manner, without leading to such depletion), and/or that the mop-up can be interesting even though it does not threaten resource depletion (because, for example, doing it in such a way that it is a success without per-day resources being used is itself an interesting tactical challenge).
If you take the view that there can be no interesting tactical questions about the deployment of per-encounter resources, and these questions cannot implicate in an interesting fashion the possibility (without necessarily the actuality) of per-day encounter resource use, then you will not be persuaded that I have escaped contradiction. That is why I posted the example in post
#1001, to try and show that these possibilities are real. It is also why I made the comment in post
# 1016, that these possibilities are not real in core 3.5, because the only classes who get the relevant sorts of choices are spell users, and these choices are only whether or not to consume per-day resources.
Raven Crowking said:
Because in the first case, the mooks can be designed so as to not threaten remaining resources, either
A. Pemerton is wrong, and per-day resources are not an impediment in the situation described, or
B. Pemerton is wrong, and resource attrition is required for tactically challenging encounters.
Or C, as I believe, per-encounter resources open up tactical possibilities that are simply not available in core 3.5.
Raven Crowking said:
All of Pemerton's examples boil down to "Per-day resource attrition is bad because it means that I cannot have five sequential encounters that use 25% of a party's resources each without them regaining resources between those encounters."
I have not asserted that per-day encounter resource attrition is bad. I have asserted, and still believe, that purely per-day encounter resource attrition places obstacles in the way of play based on thresholds of significance other than that of resource attrition or addition (which you have labelled "mechanical signficance").
Raven Crowking said:
The reason an encounter has to use 25% of the party's resources to seem significant is due to changes made between 2e and 3e. Moving to per-encounter resources will make the percentage of resources needed for an encounter to seem challenging even higher. I have given my reasoning for this on a point-by-point basis, which has not been answered in a way that demonstrates it wrong (IMHO, of course).
Naturally, I believe I have shown there to be errors in your reasoning, by showing that a particular type of mechanical interest can arise (but not mechanical signficance, in your sense, because it is an interest that depends on the threat of resource attrition, rather than the reality, and also on the interest in making effective resource-deployment choices within the context of an encounter), which at the moment is available only to spell users, and only if they choose to expend per-day resources.
You apparently do not believe that this aspect of play is interesting. Perhaps you do not even believe that it is possible. I would be interested to see why you think these things, in light of my example at post
#1001.
Raven Crowking said:
(Sooner or later, the next phase will be "Per-encounter resource attrition is bad because it means that I cannot have encounters that use 125% of a party's resources." Then the bar will be set at "at will" abilities. And why not have every ability "at will"?
I don't think that this remark has any bearing on my arguments about mechanical interest, which are predicated on the interest generated by a system which mixes per-encounter and per-day resources.
It would be relevant to concerns about strictly non-mechanical thresholds of interest, like those of plot development or thematic exploration. I suspect that the 4e designers are going in the direction that they are going (mixing per-day and per-encounter) because this is the mix most likely to facilitat a wide range of playstyles (though not operational play as D&D has traditionally known it) whereas purely at-will abilities would remove a significant amount of tactical challenge from the game.