gizmo33 said:
The point I was making in the part of the conversation you are referring to was that the deadliness of encounters under the per-encounter paradigm is higher than in 3E. You're not acknowledging, for reasons I cannot figure out, that it doesn't have to be the N+1 encounter. It can be N+X encounter. And thus it seems logical and obvious to me that 3E isn't as deadly.
Just to clarify - does "not as deadly" mean "not as deadly per unit of playing time"? That makes sense to me, in that if encounters N, N+1 etc are not that deadly, but N+x is, then there have been a number of non-deadly encounters - but mistakes in those earlier encounters can result in encounter N+x being deadly when otherwise it would not have been (had resources been properly managed). As I think I already noted, in a per-encounter model there is a compression of this sequence - the unfolding of mistakes happens within the encounter. If this is what you mean by per-encounter being deadlier, than I agree.
I think your notion of deadliness - if I have got it right - is different from Raven Crowking's. As far as I can tell, he is asserting that per-encounter will require encounters to involve creatures with bigger numbers relative to the PCs (so as to make the choice to deploy per-day resources relevant - so already he is talking slightly orthogonally to you, because he is not considering pure per-encounter) which make more encounters
deadly on the probabilities - whereas I hope I'm right in thinking that we are focussing on
deadliness resulting from poor play decisions.
gizmo33 said:
Operational play *allows for* the mitigation of mistakes, but it has with it uncertainty. As we've discussed, going outside the dungeon is not without decisions and risks. Losing 10 hitpoints in a per-encounter situation doesn't involve uncertainty, it doesn't involve finding a safe place to camp. You virtually click your fingers and regain your hitpoints unless the relatively improbable situation occurs of another group of monsters attacking - which, almost by definition and common sense, really deserves to be treated as part of the same encounter. The main distinction is that the "mitigation" in the former situation requires tactical play, while in the latter it does not.
I think one can't make this call until one knows how hard it is to heal within the context of an encounter - afterall, many D&D encounters require healing during them if the party is to succeed - and how the choice to do so interacts with other mechanical options.
gizmo33 said:
Based on anecdotal evidence and a little reasoning, I would expect 90% of people advocating for an "all per-encounter" resources game never kill PCs in their games. For the same reasons that they don't like resource issues. I don't understand why they would make a distinction.
HeroQuest is a system based on per-encounter resoures, which nevertheless allows for character death. But as players can spend Hero Points for "bumps" during contests, the likelihood of a PC dying when a player does not want them to is reduced from a game where the logic of the dice cannot be controverted. I suspect that 4e's Action Points might play a similar role.
As I've noted in earlier posts, it is important for Action Points to work that they not simply become another resource to be managed. Games like HeroQuest attempt to solve this issue by putting acquisition of Hero Points in the hands of the players - they are earned by succeeding at group or individual goals, and this success is in turn in the hands of the player (in part because they can spend points to succeed). But of course this will break down if the main interest of the players is not in the goals per se (and the plot and theme these give rise to) but the meta-goal of succeeding at goals, to earn points, to succeed at goals, etc - so these are not a mechanic for all playstyles.
gizmo33 said:
I've tried to make a case (far less logical and more of an YMMV) that the resource issues make up for the tension created by less immediate risk by creating more of a sense of looming uncertainty.
<cut to later post>
That's like saying that swinging a sword in a battle is meaningless. You're reasoning here is circular, because there's no reason that successfully camping is meaningless in a game where success at it is critical to the mission, which presumably has huge amounts of meaning. The issue of whether or not one or the other is more interesting is a matter of taste/opinion and is seperate. The basic fact that you seem to be missing is that any activity that's required for success in a mission with meaning, is by definition, meaningful.
What I was trying to get at is that, for many players, they do not derive pleasure from playing out all the details of the logistics that the party must engage in. To link this to your sword-swinging example - the game does not require the player of a sword-swinger to theorise the physics and biophysics of swordplay, nor to engage in any swordplay. Likewise, many players do not want to engage with the detail of planning and implementing the logistics of a mission - they want it to happen off-screen (presumably by way of survival skill rolls).
That's why I said "meaningless from the point of view of plot or theme", not "meaningless per se". Compare the plot of the a Tom Clancy novel to the plot of a John Woo movie. Both can involve violent gunplay. Only one involves logistical detail as part of the plot. Players who want the John Woo-style plot may not want to have a ruleset that puts playing out the logistics at the front-and-centre, as did 1st ed AD&D.
There is no doubt that this is an issue of taste/YMMV. I was trying to explain why for some (many?) RPGers pure per-day resources introduce an unattractive element into play - it is meaningless
relative to their interest in the game.
gizmo33 said:
I don't see any distinction between per-encounter and per-day resource games in terms of the kinds of "non-mechanical thresholds" issues that can arise. (BTW - by "per-encounter" I mean "all per-encounter" and by per-day, I certainly allow for some per-encounter abilities)
I've explained my reasons for disagreeing with this, so won't reiterate them. They're implicit in my previous paragraph. By introducing operational considerations to the centre of play, pure per-day can get in the way of other thresholds of significance. The main workaround is to have only one encounter per day - but that is itself an obstacle to the implimentation of certain thresholds of signficance, because it necessarily constrains plot and theme in certain respects.
gizmo33 said:
There's no evidence for this. Wyatt's blog doesn't make mention of it in his research. I'm not sure why they would withhold it.
There is a lot of evidence that WoTC do extensive market research. Ryan Dancey talked about it back when 3E came out, and a recent thread on the 4e forum discussed more recent market research endeavours (I don't have the URL to hand). I assume they would withhold this data because it is commercially valuable.
How any such data would be relevant to resource design is, from my point of view, pure speculation. But assuming WoTC has such data, I doubt that they would choose design goals that are not supported by it.