Raven Crowking said:
Thanks! Because, if my reasoning breaks down, I'd like to know where.
(Seriously, not snark; I'd prefer that my conclusions be wrong in this case.)
No snark detected, so no worries.
The only place where I see fault with your reasoning is that 1a doesn't necessarily follow 1.
To use a more concrete analogy, let's say our party is building a house. Each particular job (drawing the plans, errecting the frame, hanging drywall, wiring the house, insalling plumbing) is an encounter.
As you describe it, the contractor with the hammer and saw only utilizes "at-will" abilities (ignoring, as D&D does, little things like muscle fatigue). If he uses his hammer to hammer in one nail, he's still going to be able to do it again and again and again all day long, no matter how many nails there are.
Meanwhile, the contractor with the cordless power drill has more of a "per-day" ability. If he needs to hang drywall, he can put the screws in with ease with his cordless power drill, then just pop the drill into the recharger so he can use it the next day too. Once he's drained the battery, however, he can't use it for the rest of the day.
So let's give them an encounter. Let's say they have to build the kitchen (gross oversimplification, but for the purpose of this discussion, it works). The contractor with the old-fashioned tools goes ahead and tries to build the kitchen, and succeed or fail, at the end of the encounter, he can just carry his tools to the next room and build that room. Meanwhile, if the other contractor uses his power drill to build the kitchen, he won't be able to use it later when he has to build the master bedroom. Maybe the drill gets it done faster or easier, but the point is that after building the kitchen, he can't use it again until he pops it in the recharger overnight.
Now, you would argue that, were this a game, the system would do better to model itself based on the contractor with the power drill, because were it to instead model itself based on the other contractor, it would be less fun. Without the concept of attrition, there's no "risk" except for a binary "win=live OR lose=die" scenario. Attrition does allow you to have "win=live OR win1=live-25%resources OR win2=live-50% resources...winN=live-N%resources OR lose=die". I will not argue that, because it's very well supported.
What I will argue though, is something which I feel is being lost in this discussion. I believe that 1a does not necessarily follow 1. Look back at the encounter I described. Sure, there's no real chance that the contractors will die building the kitchen (they could, but it'd take an awful lot of natural 1s

. They're going to walk out of the kitchen and onto the master bedroom, and then maybe the living room, etc. etc. The guy with the drill can only use it once, and he has to manage that resource well so that he can continue on building the house. But I believe you're missing the forest for the trees:
A kitchen still got built.
Prior to that encounter, the status of the "world" for these contractors was:
"2 Contractors
1 Cordless Power Drill
0 Kitchens"
After that encounter, it is:
"2 Contractors
1 or 0 Cordless Power Drills
1 or 0 Kitchens"
That's the goal of the encounter, isn't it? To build the kitchen? It's part of the overall goal to build the house. By engaging in this encounter to build the kitchen, they either succeed or fail, whether or not they suffer resource attrition. They attempt to change the state of their world as part of an overall goal (to build a house, in this case). More is changing than just the resources they have access to.
This is why I think it's inappropriate to simply handwave away "plot/story/in-character/etc. resources" as inconsequential to the discussion. The idea of a challenge is that it stands between you and your goal, and just overcoming it serves to change the game.
Even in a relatively simple dungeon-only world, this is an important element to consider. Even if I wasted no attrition-based resources killing the monsters in a room, if I took too long and was too loud, I might alert other monsters and compromise the goal. Or if I was smart and cleared out a "safe zone" in the dungeon, I'd have a staging ground that I could launch new sorties from. The context of an encounter changes based on how the PCs approach it, how they attempt to overcome it, and how successful they are. And this isn't necessarily about story-telling: it's about the world which the PCs are a part of going on logically.
So were I to revise your arguments, I would do them as follows:
(1)
Every challenge in some way alters the resources which the PCs have access to.
(1a) Some challenges will force PCs to consume mechanical, personal resources.
(1ai) These challenges will cause the PCs to suffer attrition to their mechanical, personal resources in relation to how challenging they are between instances when the PCs can replenish their resources.
(1aii) These challenges will cause the PCs to suffer attrition to their mechanical, personal resources in relation to how numerous they are between instances when the PCs can replenish their resources.
(1aiii) The more challenges the PCs meet between instances when they can replenish their mechanical, personal resources tend to become more challenging based on how these resources were used prior.
(1b) Some challenges will enable PCs to gain or lose non-personal resources (position, clout, the element of surprise, etc.) which the PCs have no ability to replenish if lost other than to engage in a challenge to regain them.
(1bi) These challenges which cause the PCs to lose non-personal resources cause the PCs to face increased difficulties in subsequent challenges due to decreased access to non-personal resources.
(1bii) These challenges which cause the PCs to gain non-personal resources cause the PCs to face decreased difficulties in subsequent challenges due to increased access to non-personal resources.
(1biii) In general, non-personal resources are introduced by a party independent of the rules which govern the gain/loss/replenishing of personal resources.
Which leads me to conclude:
1. Except when taken in total isolation from every single other challenge, every challenge has the potential to positively or negatively affect the outcomes of subsequent encounters.