Grog said:
Suppose we were talking about 1st, 2nd, and 3rd edition's per-day abilities. Well, the use of those abilities doesn't impact the next day or any of the days afterward (call it the "after day" time frame). And I could just as easily say that the "after day" time frame is more significant because it lasts longer and is also subject to much greater uncertainties.
I see. If I understand you now, what you're saying seems pretty logical - the interval of time in which the PCs regain resources is the key time frame. My comments could equally be understood in the context of "what happens when you make 'the encounter' they key time frame in a DnD game".
Grog said:
Well, depending on how they're implemented, the introduction of action points may mitigate the risk of PC death to some degree.
Implementing mitigating factors for failure simply changes the perception of risk (which is part of the problem with the "exclusive per-encounter abilities" scheme). To say that an encounter is interesting because it proposes a chance of death, and then to redefine death as something that's recoverable ultimately changes nothing. Now PCs are leaving the dungeon after 15 minutes because they need to recover action points, or they're not returning at all because action points are a lifetime resource, or you make action points an encounter-level resource to solve the problem.
Now you could probably say something like "but an encounter can be perceived as being dangerous without PCs having to use action points", which leads round about to another frequent topic in this debate, which is my final point on this post.
Grog said:
And pmerton already pointed out that there can be other consequences to poor tactical choices on the part of the PCs. I know from experience that, even if a battle doesn't start out as a life-or-death situation for the PCs, bad tactical decisions can turn it into one very quickly.
I give my players some credit for being reasonably intelligent people. That means if they make a tactical mistake that makes the encounter deadly, that chance of a mistake would be a reasonable part in the overall assessment of the difficulty of the encounter. In other words, IMO there's no such thing as an easy encounter that's suddenly deadly because of a tactical decision - I would just simply call that a tough encounter. Or look at it this way: playing a chess master is probably really easy until you make a tactical mistake, and then you lose. I think it's equivocation to call playing a chess master anything other than tough.
Grog said:
The person I was responding to said that any 4E fight which didn't impact the PCs post-fight resources was inconsequential and would probably just end up being handwaved through. I see no reason to believe that that will be the case.
I've been one of those people saying that. Other than "no" I haven't seen much of a reason why we're wrong on this. The evidence for my position exists in the way people currently assess risk in DnD, which is the reason that people consider the "4 goblins vs. 10th level fighter" encounter to be not worth playing - and previous posts have tried to make the comparison in detail. The factors that make this so seem to not change based on the rule changes proposed for 4E, yet some people claim that, but so far I haven't seen any reason for it.