I posted a partial objection to your 1aii (#572):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.)
You haven't responded.pemerton said:Very clear derivation of your conclusions.
I think, however, that in principle (1aii) is false. A battle can have a thematic impact without having either a resource-attrition or resource-enhancement impact. If the aim of the game is to explore thematic content, then such impacts can be significant and rewarding at the metagame level.
I am not sure that 4e embraces this metagame goal, however.
If it does not, and if the only reward of these non-resource-impacting batles is the thrill of "playing my guy and using all those nifty abilities", then I think your prediction about the evolution of play has a reasonable degree of plausibility.
hong said:Threat of death is also universal in the per-day balancing mechanic. The whole point of resource attrition is that it makes the last fight that much more risky, hence more fun. The difference is that it assumes players will go through the motions of N not-fun fights before getting to that last fight.
These claims seem plausible to me. But are the prior fights necessarily unfun? If they involve decisions about balancing resources so as to be ready for the final fight, that might be fun in itself, for some players.Mustrum_Ridcully said:<snip plausible argument>
even in the daily resource management paradigmn, encounters are either dangerous or only enjoyable for some players.
Grog said:I have a couple of problems with your premise, here.
pemerton said:
Raven Crowking said:As you said, your objection doesn't answer the metagame goal.
hong said:The metagame goal is "have fun". There is more than one way to derive fun from a fight.
Raven Crowking said:The metagame goal in question is Wyatt's blog claim that the per-day/per-encoutner/at-will design will alleviate the "9-9:15" adventuring day syndrome.
No one is claiming that there is not more than one way to derive fun from a fight.
Reading the thread you are responding to is one way in which you could avoid this sort of error.
Unless you run every single encounter, preset every single challenge in your entire game in complete vaccuum from one another, where what you do in one room of the dungeon has absolutely no impact on another other than what happens to the PCs, then my anaylsis is not "irrelevant", RC. If you disagree with my analysis, then I'd ask that you give a reason why the non-personal resources I describe are, in fact, irrelevant, in the roleplaying genre.Raven Crowking said:As you said, your objection doesn't answer the metagame goal. As with Jackalope King's widening of my analysis, the additions don't speak to the metagame goal. Yes, encounters and combats are more complicated that the simple point-by-point analysis I made. Yes, there are additional factors irrelevant to the point being made. Yes, I failed to include them because they are irrelevant.
Now, if you were to show where any of those points becomes relevant, I would have something to respond to.![]()
RC