Raven Crowking said:
A purely attrition-free system would sidestep the problem of resting to regain resources after an hour of adventuring, certainly.
It would. That's not my big issue with the attrition model, though. What I don't like is the overly predictable encounter structurel it pretty much forces on adventure design, and the fact that it works best in a static environment where the players basically control how much danger they face.
However, I don't believe that an attrition-free system would work as well for D&D overall.
Oh, it might not. But after all these pages of thread, I still haven't seen
why? I keep falling back on thinking "'Gee, our M&M campaign is going swimmingly, even though Joseirus (the Egyptian God of Mexican Wrestling) can drop pyramids on Nazi's all day long."
Of course, my D&D models classic adventure fiction and classic fantasy fiction.
Mine models a somewhat more postmodern take on classic adventure fiction. Not that it's particularly relevant.
You could certainly do Harry Potter, for example, without attrition, or Charles de Lint.
Those are good examples. But you can certainly find more novels where you can infer a very loose resource management model for magic.
Lack of attrition, though, damages any attempt to create a world in which Conan, John Carter, etc., would feel "at home" in.
See, I just don't see how this relates to the resource depletion/challenge model in D&D. In D&D, the only resource worth tracking is magic, and neither play a role in Conan or John Carter's ability to kick ass. If anything, characters in traditional pulp action stories more closely map to a per-encounter model. They can tire themselves in a fight but recover superhumanly quickly. Plus, they have 'special moves' that only become available after they've been severely beaten/look down for the count...for my money, that's how you do Conan (doesn't Iron Heroes already use a mechanic like that?). Not through the standard attrition model.
To some degree, players are always going to make choices on the basis of the rules, and therefore IMHO verisimilitude is inextricably linked to the gameplay choices offered.
Sure. But some players find that the rules force them into making choices that hurt the sense of verisimilitude they're after. Choices they wouldn't have to make under a different challenge paradigm.
Put another way, it's nice when the mechanics reward you for playing the game in a manner you enjoy. Of course, this also works as a fool-proof argument for
keeping a strict resource management...