Regarding your earlier post, which I did read then:
Jackelope King said:
The assumption which you seem to be working under is that a resource-management system must, in order to be effective and fun, include attrition over the course of a day.
This doesn't quite capture the priority issues that I'm trying to identify. Resource management serves as an effective way IMO for the game to include a dimension of failure other than PC death or failure that's plot-dependent. It's also a fairly realistic type of failure.
Jackelope King said:
I disagree. From my experience with other games, this is simply not the case. I've had enormous fun playing and running Mutants & Masterminds and Iron Heroes, and both systems minimize the per-day resource management ideal and the concept of attrition.
Some people play DnD knowing that there is no real chance of their PCs dying, and still have fun. So saying that's something is fun is in the context of what type of game you prefer. Imaro, for example, has played games without the emphasis on daily resource management and AFAICT has a different opinion on it.
Jackelope King said:
Under this model, the question isn't, "Do I use my fireball now or save it for another fight?" Instead, it's, "Do I throw my fireball this round and take out the goblins or do I hit the BBEG with a lightning bolt?" The fundamental resource in the game becomes the actions you have available to you (which IH did a wonderful job with using its tokens system... you could spend actions to get tokes, which you could spend in later rounds to activate abilities).
"Who do I kill first" IMO is not a resource issue per se. I disagree with something that statements like this seem to imply, and that is that the only difference between per-encounter and per-day is the time frame. The differences IMO are actually more substantial and your statement above actually hints at this - because now instead of deciding *whether* to use a spell, your simply deciding who to use it against. Also important to note: the encounter time frame is something the PCs have a large role in determining, to end the encounter they simply run away. But you can't end the day by running away.
Jackelope King said:
From what you describe, you tend to see encounters as "speed-bumps". You need to put X number of encounters in the way of the heroes in a given adenture not because the adventure calls for those fights in particular, but because the PCs need to suffer the attrition that those encounters will impose for the adventure to function correctly.
I don't see this at all. You are very much capable of running the "one encounter per day" type adventure as you were before. Adding per-encounter resources in order to keep wizards from dominating these kinds of scenarios IMO is fine with me, it's some of the other goals that I'm not too keen on.
Jackelope King said:
You might have planned a heroic battle over a chasm on a swaying rope bridge and maybe a terrific encounter where the heroes encounter their first terrifying medusa before they square off with the dragon, but you then decide you need to go back and insert another encounter before the dragon lest that fight be too easy.
For me, I balance adventures based on the sum total of the encounters, and the ability of the "dungeon" to react to the PCs, so yes, that's how it happens. If the over all number of probably combats during the adventure is too easy, then this needs to be adjusted. This isn't fundementally different from what you would do with encounter-based adventures, only that I do it per adventure rather than per encounter. However, there are intimations here that the DM is actually linearly determining which encounters the PCs will face at each step, and I don't do this.
Jackelope King said:
specifically because it's built around the 4-encounter per day system, but in the scheme of things, this is a minor point.
I disagree with this too. The system isn't built around the 4-encounter/day. The CR system predicts 4/day. You can just as easily increase the EL of an encounter and it becomes a 2-encounter per day. Or decrease it and get more. There's nothing fundemental about 4/day unless you match CRs with party level, but there is absolutely no mandate to do that.
Jackelope King said:
I sometimes find myself adding an extra fight as an afterthought if only to make the final fight that much more of a challenging. They serve no other purpose than to chew up resources.
Whereas in the per-encounter paradigm, what do you do if the BBEG isn't high enough level for the party? Add mooks? Whatelse can you do? I don't see why the per-encounter paradigm changes anything about this - an easy situation, whether it's per encounter or per day is still an easy situation.
Jackelope King said:
I find that the latter better promotes the sort of games I want to play and run because they are less-likely to enforce artificial, rules-based restrictions on pacing.
It's a game, so everything is artificial and rules-based at some level. The idea that you get beat in the head with an axe and your cleric heals you and a minute later gets all his spells back is as least as artificial (and IMO moreso) than anything else.
Jackelope King said:
I also feel that the latter is superior because it allows for different types of pacing,
I don't engineer pacing in my games because I don't engineer outcomes or the stories. Pacing in my game is driven by the player's choices and what makes sense for the situation, not how cool I would think it would be if the BBEG tells the PC that he's his father just before he falls off the cliff. That sort of heavy-handed manipulation IMO is fine for a novel but not what my players expect from a game. However - this is entirely a play-style issue. The irony here is that I'm skeptical that per-encounter resources support story-based gaming better than per-day. IMO per-encounter resources introduce as much plot-busting stuff as per-day.
Jackelope King said:
And by the way, even under a per-encounter model, it's still not too difficult to add attrition. Fatigue rules are a wonderful thing
Fatigue rules are a wonderful thing? So you use them? I doubt it based on what you've said above. I am always wary of unsubstantiated advice.