Crazy Jerome said:I've played systems that had, essentially, per-encounter resources and systems that had something more "operational". My anecdotal experience is that neither form has any substantial, direct affect on the inherent deadliness of the system.
It's no ruder than this statement of yours:gizmo33 said:I'd be tempted to say, AGAIN, what I think on this issue but then I would be subjecting myself to the charge that I don't listen to the arguments against me, wouldn't I? Seriously - Your first statement above is rude, presumptuous, and (as is usually the case when the first two qualify) is not very relevant to the subject at hand.
Which insinuates that the people arguing against you are doing so in bad faith. But, regardless, I apologize for any rudeness on my part.gizmo33 said:If we agree on how deadly a CR encounter is for a matched party level, then I think that fact should remain immutable through the conversation. As it stands now, this "fact" seems to change depending on what argument it is being used to support.
This doesn't follow. Multiple people have explained why in the course of this thread. The short version is that risk of death and risk of resource attrition are not the only two ways to make an encounter significant.gizmo33 said: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.
Well, of course easier dungeons will have easier patrols than harder ones - I would have thought that that was a given. That doesn't change the fact that if you ambush your PCs after they've used up all their resources, you will very likely have a TPK on your hands.gizmo33 said:The one issue that might mitigate this is the potential deaths that arise from unfortunate resource management issues - for example camping out while you're weakened, and being ambushed. However, these circumstances are easily controlled by the DM and are part of the challenge level of the dungeon. Easier dungeons would have easier patrols to deal with in the area - it's the same basic technique that you use for encounter balancing currently.
Yes, if this lecture on colon cancer ever ends, I certainly will.Raven Crowking said:Statement of opinion only, in this case, my friend. Plus, I believe Jackalope King is going to open a thread to discuss this issue.
RC
Raven Crowking said:So far as I know, I'm not trying to start an edition war. However, the 3e CR/EL System and its effects on the way encounters were handled are, IMHO, germaine to the issue of resource management and the granularity of encounters with respect to the same.
James Wyatt said:Button-mashing and comparing power
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Two things bouncing around on this fine morning, my second day back from vacation.
Button-mashing
One is something I alluded to on my personal blog the other day, which was about my experience playing a warlock in World of Warcraft. I like the class, but when I play that character too long, I get tired of pressing the same buttons in the same order every single fight. The only things I vary are (a) which curse to use, which only changes if I'm fighting a spellcaster, (b) whether to default to Shadow Bolt or my wand after I do my three DoTs (which depends on my mana), and (c) whether to put some Drain Manas in there (depending on whether the mob has mana and how my stores are doing). Frankly, it gets boring.
There have been iterations of Fourth Edition where we've had the same problem. Fundamentally, it's a problem you encounter whenever your resources are perfectly renewable. Some characters in Tome of Battle have that problem, although with combat in D&D being more dynamic than PvE combat in WoW, there are always things that encourage you to mix up your pattern. But you tend to default to using your best power, then your next-best, and so on down the line.
For that matter, NPC spellcasters in 3e have much the same problem, and PC spellcasters can fall into it as well. For an NPC who doesn't care about resource management, it's simply the best strategy to lead off with the best spells and work on down the levels. Heck, that's why our new stat block format lists higher-level spells first.
When you have the right balance between powers that refresh all the time and powers that are more limited, the game becomes more interesting. Strong power design also helps. When some of your powers are per-day, you're constantly asking yourself, "Is this the fight where I break out this big gun?" When your powers are well-designed, you also ask the question, "Is this the right round to use this power?"
Look at the 3e barbarian. At low-level, rage is a once-per-day ability. The key question for the 3e barbarian is which fight is the one to rage in. (Unfortunately, that usually translates to, "Is this the fight where I get to have fun?") As he gets higher level, it becomes more like a per-encounter resource, and he uses it every encounter. It lasts long enough to cover the whole encounters, so it's actually no longer an interesting choice. It's more like a default state. If it were better designed, the barbarian would be asking himself, "Is this the right round to start raging?"
Comparing Power
It's funny. I actually had to go and ask Chris Perkins and Andy Collins this morning what people mean when they're asking whether Fourth Edition characters will be "more powerful" than Third Edition characters of the same level. I assumed the question was relative, and it made no sense to me. 4E characters will be just as challenged by encounters of their level as 3E characters would be if 3E encounter design actually worked. The power level, from that mindset, is the same.
That just shows how immersed I am in 4E, I guess. Andy explained that what he thinks people want to know is whether characters will have more hit points and do more damage. Purely a question of raw numbers, rather than of what those numbers mean in the world.
Given that 3E is inherently unbalanced—low-level characters are too weak and high-level characters are too powerful—I guess the right answer is that low-level characters will be more powerful and high-level characters will be less so. Everyone will be balanced, because we've erased the accident of math.
When it comes to sheer numbers, though, I guess the answer is that we've worked hard to adjust the scale of the math so that the numbers feel right. The math of the system would work the same if our baseline weapon damage were 3d6 as it would if the baseline weapon damage were 1d6, assuming that everything scaled properly from that baseline. But the 3d6 baseline would make all the numbers feel inflated, and 4E characters would seem a lot more powerful than their 3E counterparts. So we've tried to set the baselines at a level where the numbers will feel comparable to historical numbers. Even if fireball no longer does 1d6/level.
We have not gone the route of some well-known TCGs. Magic does single points of damage. Pokemon does damage in units of 10. Yu-gi-oh does damage in units of 100. Duelmasters uses units of 1000. It's all basically the same math, but inflated so the numbers feel different. We could do that in D&D. Heck, anyone could. Add a 0 to the end of all your numbers, and see how that feels. That won't be 4E.
Oh, and ability scores—that was the other thing Andy said. I think the answer is the same: low-level characters will look better, and high-level characters will look worse. But only when you compare them to 3E characters decked out with magic items. Shifting emphasis away from magic items means that raw numbers will look higher across the board.
But I still have a hard time grasping the fundamental nature of the question. The real answer is that characters will be balanced, across 30 levels.
FickleGM said:Has anyone mentioned James Wyatt's latest blog entry?
It appears as though some of the stuff being discussed here is also being discussed "there" (specifically in his first topic).
Grog said:Which insinuates that the people arguing against you are doing so in bad faith. But, regardless, I apologize for any rudeness on my part.
Grog said:This doesn't follow. Multiple people have explained why in the course of this thread. The short version is that risk of death and risk of resource attrition are not the only two ways to make an encounter significant.
Grog said:But, without even getting into that, in a 3E encounter whose main purpose is resource attrition, the risk of death still exists. Unless you send your players up against encounters that are so weak that they deplete party resources one Cure Light Wounds spell at a time, there exists in 3E the very real possibility that a PC will die in any given battle.
Grog said:3E "resource attrition" encounters are also 3E "risk of death" encounters. So we're back to talking about what constitutes an "acceptable" risk of death - and as I said, that's all down to opinion and individual play style.
Grog said:Well, of course easier dungeons will have easier patrols than harder ones - I would have thought that that was a given. That doesn't change the fact that if you ambush your PCs after they've used up all their resources, you will very likely have a TPK on your hands.
Well, let me nitpick this: your experiences have shown that you did not experience a higher frequency of death. This is distinct from the system being deadlier because IME DMs will compensate for a rule system they understand in order to reduce/increase deadliness to an acceptable level. If what I am saying were to come to pass in 4E, and 4E would become more deadly, DMs would compensate, the way they already do now such as when module designers habitually increase the EL of their adventures (an example given a few posts above).
However, it is not reassuring to me to consider the possibility that I may have to compensate for this feature of the hypothetical 4E design. Granted, I don't know whether or not your DMs were playing the systems as designed, it's likely that you believe that they were, so this might not be an issue.
And I'll say - again - that this directly contradicts Wyatt's premise. Now if you want to change the premises upon which the line of reasoning is based, then we can start from the beginning. But the basic topic of "Wyatt's changes are not solving Wyatt's problems" is not resolved.