gizmo33 said:
1. Because we were talking about novels and you mentioned hitpoints.
To be precise, you mentioned people getting tired, so like the fool I was, I assumed you were talking about physical endurance, for which the closest analog in the D&D ruleset is hit points. That will teach me to make assumptions.
2. Neither is oxygen. That's not really interesting.
... because oxygen is not a depletable resource in D&D. Unlike certain other things, in addition to hit points. This is not hard.
3. "Other" novels and movies? There's an implication there that *a* novel or movie supports the original assertion. Still Helm's Deep do you think?
No.
4 encounters per day.
Seriously, a guideline is not a formula. An estimate is not a formula. Telling me that my car gets 30 mpg is not a formula. The word has connotations here that are misleading IMO.
Just because YOU don't like it doesn't mean it's misleading.
The guideline is there for planning adventures.
Yes. A pointless guideline, unless one wants to play ASL.
Is DnD a literature simulator in the way you use it?
Is D&D an Advanced Squad Leader simulator in the way you use it?
5. Glad we agree. (Except the part about trusting a statistician.)
See, if you had trusted a statistician, you wouldn't be misled into thinking that all things are possible means all things are probable.
6. I thought you were a statistician? Vance is not irrelevant except that you say so, otherwise there's no point either way.
Vance is irrelevant because that is what D&D sets out to model (and it doesn't even do that very well), thus pointing to him just means D&D models itself. Cf circularity.
Find a magic system in a novel that you like and include it at the end of your so-far-nonexistent movie or novel that shows a hero fighting all day without resting (and I don't mean fighting the case of the "blahs" or fighting to regain his dignity or something else clever. I mean a definition of fighting that would relate to the DnD resource issue.)
So... you want an example of someone fighting all day and depleting resources, although the point of depleting resources is to avoid fighting all day. Cute.
7. That my car gets 30 mpg models nothing either. The idea that this is suppose to model something is a little strange. The features of the game that create the 4-per-day limit (hitpoints and the various other constructs that serve as resources) are the things that are doing the modelling. I suppose you could say that the overall resource issue, and the limitation that it places on the PCs is "modelling" some kind of fatigue.
I am glad that you have managed to deduce for yourself something that has been obvious to everyone else debating this issue for the last several years. Very good. Now find me an example of something that 4-encounters-per-day models.
8. We've been told repeatedly that there are important plot line considerations that being forced to rest *by the ruleset* is getting in the way of. I suppose when the DM is the one doing the forcing then it's ok. And this isn't a railroad situation, because somebody on this thread has argued that their players choose the significant plot elements.
No, no, no.
For the Nth time. With per-encounter balancing, the DM is the one who tells the PCs when to stop. The PCs are the ones who decide how long to keep going. If they so desire, they can keep going forever, without artificial considerations like having exhausted their per-day resources to worry about. The only "forcing" is if the PCs want to keep going but the DM doesn't want them to, and even if this happens, there are no resource management considerations for the players to worry about (at least by default). Thus from the resource-depletion point of view, whether they do the entire dungeon today, or 50% today and the other 50% tomorrow, is entirely immaterial.
This is entirely different to the DM wanting the PCs to keep going, and having to force them to do so because it would be otherwise prudent to camp. Now it becomes a significant issue whether you do the entire dungeon today, or 50% today and 50% tomorrow. In one, the narrative flow of events happens as a natural consequence; in the other, it requires active DM management. (I know of precious few reasons why a narrative should _require_ you to do half the dungeon today, and the other half tomorrow.)
Is that enough syllables for you?
(As an aside-AFAICT you overuse the word "nonsense", without really using the word for what it means. It's not a scholarly version of "I disagree", it actually means something else.)
Yes. It means "nonsense".
9. My lack of understanding is something your synonym technique is so far not fixing.
It's not a synonym.
(BTW- the term "game balance" is a little imprecise, if there is a particular aspect of the game that you're talking about balancing then it would help to be more explicit.)
Search for the term "nova". Or perhaps "psion", for the most egregious examples of nova-ing.
10. I accept your apology, the mistake is understandable considering your overuse of the word ludicrous.
... which reminds me, I'm still waiting for evidence of the 4-encounters-per-day paradigm in fantasy literature.