Raven Crowking
First Post
BTW, was there ever a general consensus on whether fights in 1e or 3e are generally deadlier?
Grog said:That's what happens when you don't listen to the arguments being made against you.
Grog said:Is it that you believe there will be a higher chance of PC death in your assumed 4E system?
The first part's hard to argue with, but the second I have to disagree with, mainly because I've been playing/running campaigns over the past several years that reduced the role of that kind of resource management without any ill effects. In fact, there have only been positive effects (what we've lost in operational planning, we've more than made in memorable cinematic wahaoo-use).Raven Crowking said:I believe that it is bad with regard for my preferred style of play, and that (moreover) I believe that it is bad for D&D.
Why? I know that a focus on resource management over time has traditionally been a part of the game, but so was restrictive multiclassing, and 3E got rid of that to much rejoicing (for the most part).I think that the play experience that has made D&D the leader in the industry will be damaged.
Why not, exactly? I've toyed with the idea of switching my 3.5e campaign to M&M2e, and the only reason I haven't is sheer laziness. I don't think M&M would do dungeon crawls very well, unless you limited most at-will abilities, but I don't use many dungeons, and more modeling the wider world of 'adventure stories', M&M seems to me like a fine choice.I do not think D&D should play like Mutants and Masterminds (which is, however, a fine system for its genre).
Raven Crowking said:BTW, was there ever a general consensus on whether fights in 1e or 3e are generally deadlier?
Not for long-term considerations. But is it really that important whether resource attrition is long-term or short-term? Okay, that might in fact be the point that we are discussing all the time and are having different ideas about.This isn't attrition, at least not in the sense of slowly degrading abilities that have longterm considerations
This might be a good point.Raven Crowking said:No, that's what happens when the arguments being made "against you" don't actually speak to the points you have made.
Ex:
Person 1: "I don't think that this system will solve the problem that Wyatt says it will."
Person 2: "Sure it will. It will make wizards more fun to play."
Person 1: "The problem Wyatt identifies isn't that wizards are unfun."
Person 2: "Of course wizards are unfun now! This will help."
In the case of what I've said regarding the 4E death rate, it's not as simple as a "yes/no" answer to your question. But basically - given that the "per-encounter" resource system removes the significance of attrition encounters, then it resigns you to encounters whose only significance is in their chance of death. Then, it seems to me to be strongly a matter of logic that the "per-encounter" resource system is an inherently deadlier system than 3E, all other things being equal.
Mallus said:The first part's hard to argue with, but the second I have to disagree with
gizmo33 said:Great Caesar's Ghost! Do you really want to go there? On this thread? If you mix a 1e/3e edition war with this thread the ensuing chaos could destroy all civilization as we know it.
In general, I agree with this assessment. I find that I get much better results if I ignore the CR system completely (or just use it as a loose guideline) and tailor fights against PC capabilities more directly. Sometimes the CRs for the monsters come down where they're supposed to, sometimes they don't.Raven Crowking said:Seriously, though, 3e made changes to the attrition model of earlier editions by changing the granularity of encounters. This means that there is a far narrower range of encounters that are both mechanically "challenging" and possible to defeat without extraordinary luck. One result of this is that it is more difficult to seed "small but significant" encounters that bridge the line between speed bump and TPK for a party that is low on resources.
I don't know. I haven't sat down and analyzed why we often have fun with encounters that others think are boring. I guess it just comes down to different play styles. This isn't to say that CR-appropriate fights are never boring for us, it's just not common.Raven Crowking said:At least we've gotten to the point where we agree on the factors that make the PCs rest so frequently in 3e (I think we have, anyway). Could you sum up, succinctly, why your first three fights aren't boring?
I have no idea. But since no one has said that they expect or want to see guaranteed wins become commonplace in 4E, again, I'm not sure how this is relevant.Raven Crowking said:How many guaranteed wins per adventure can there be before the adventure suffers?
If the problem is the short adventuring day, yes. But there is a difference - if the players have one CR-appropriate encounter and then rest, they're making the decision to rest when they could go on instead. But if they have a huge battle that depletes most of their resources, then they basically have no choice but to rest.Raven Crowking said:OK, we certainly agree on this.
In fact, this is crucial to the point I am trying to make.![]()
So, it is fair to say that resting between those encounters, or after one encounter, doesn't matter. The problem is the same. Right?