Merlion
First Post
gizmo33 said:I have trouble with the use of the word "difficulty" in this context.
Situation One: roll a 1 on a d20 or your imaginary character dies
Situation Two: roll a 1 on a d4 or your imaginary character dies
Is one situation really more "difficult" than the other? Of course no combat situation is this simple, and perhaps you're thinking that tactical considerations mean the players have to think, like chess, and that's tough.
But I find it contrived and uncomfortable to think that I'm going to have to design each combat encounter to feature rope bridges over pits of fire and random explosions and other battlefield and tactical nuisances, and use them to a level that such tactical thinking would be a significant part of the outcome of the battle. For the most part IME with DnD the encounter is won or lost on the basic strengths of the opponents.
Fighting an enemy that you can kill with a single swordstroke is very easy.
Fighting 4 such enemies, is less easy.
Fighting 2 enemies that each take at least 3 or 4 attacks to kill is more difficult than either.
Then there is fighting a single enemy that is immune to all but your most powerful forms of attack. Or fighting an enemy which is relatively vulnerable to your attacks, but who has an attack that will paralyse or kill you out right.
Your thinking of "difficulty" in terms of either resource management, or death. Please stop. there is more too it than that.
Now granted, this is a matter of degree. Given PCs *more* encounter level resources may extend the time they spend in the dungeon. But really I don't find "9:00 to 9:15" to be an exaggeration since it represents 150 rounds, and I really doubt a PC party can fight for even a modest fraction of that before being completely out of powers. So "extending" the capabilities of the PCs by even *multiples* of the current still gets you to a "9:00 to 9:45" problem - hardly worth the effort.
Here are my thoughts on that mess.
A group who insists on being at 100% for every encounter, is going to do what they have to to do that, regardless.
In the current system, parties that WOULD NOT DO THAT often do so anyway because, among probably other reasons, certain characters have already run out of, or at least are well below everyone else in terms of resources at this point.
Having more tiers of resources simply means more options. For the "must be at 100% at all times" groups it isnt going to matter. For many other styles of groups, it will prevent them from feeling forced into courses of action they would rather not take. Now your probably going to say, "well the resting is just handwaved anyway," but some groups may not want to do that. Some groups may not handwave that time...or they may not want to, but want to be able to press on, or at least press on with the group at a more even level of resource depletion.