Raven Crowking
First Post
Jackelope King said:This leads me to conclude once again that your definition of "mechanical significance" is flawed.
If you believe so. You may be right; I may be wrong. We'll see.
RC
Jackelope King said:This leads me to conclude once again that your definition of "mechanical significance" is flawed.
Raven Crowking said:Likewise with per-day/per-encounter hybrid systems, where anything that doesn't use per-day resources are the "99 lame-kobold singletons".
And one shows an argument to be flawed by showing that one of its premises is wrong - which requires argument - or by showing that the reasoning deployed is unsound - which requires argument.Raven Crowking said:A rebuttal doesn't require a full-fledged counter-argument; it merely requires that the argument being rebutted is shown to be wrong. See, for example, http://en.wikipedia.org/wiki/Rebuttal.
This requires argument (unless the evidence of guilt is so weak that it's inadequacy speaks for itself - but then there is no rebuttal, either).Raven Crowking said:I don't need to prove someone else guilty to defend myself; I just have to show that your evidence doesn't prove me guilty.
Typically by argument ie presenting reasons that support a conclusion.Raven Crowking said:I don't need to have a counter-philosophy to demonstrate the problems with a philosophical view; I need merely demonstrate the problems.
I actually teach both at a university, so my familiarity with them is fairly good.Raven Crowking said:You might want to take a refresher on those disciplines.
Excellent post. The bits I've quoted above are the clearest statements of the point I've been trying to make at least since post #1001, which gave an example (however imperfect) to try to illustrate how a suite of abilities mixing per-encounter and per-day might be designed to facilitate this sort of play.Jackelope King said:mechanical threshold of significance must take into account the fact that it is an encounter in which resources are expended, and whether or not the expenditure of resources within the context of any given encounter has significant mechanical impact upon the outcome of that particular encounter and the PCs' abilities to further continue in it.
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The optimal solution is to assume that within the fundamental unit of the challenge, the encounter itself, the PCs are on equal footing, and that the crux of managing resources makes that encounter fun.
I don't dispute that. There are, of course, different conceptions of meaningulness (not unlike thresholds of significance!). Even if we are confining ourselves, here, to "mechanically meaningful" we can distinguish between tactical meaningfulness, which I think the designers are trying to increase in 4e, and operational meaningfulness, which I think will decrease.Raven Crowking said:Overall, I think that the game works best when the players have a greater level of control over their actions (i.e., when their choices are more rather than less meaningful).
Raven Crowking said:Because I didn't respond to your post #1001 doesn't mean that there was anything in that post that required response.
I'm mostly interested in your opinion of the example I sketched in my post. The point of that example was to try to indicate how per-day resources can both be useful, but not necessarily the most rational first response to an encounter. For example, a "second wind" ability is very useful, but one would not use it at the start of an encounter, because one would still be at or near full hit points at that point. Likewise, a "teleport the party" or "heal all allies" ability is not one with which one would open.Raven Crowking said:Given that (1) You have resources, and (2) that there is no consequence for using those resources, it is always prudent to use your strongest resources first.
I think I have addressed your reasoning. I have tried to give examples in which per-encounter and per-day resources are both available, and even though the encounter is challenging it is not rational to lead with one's per-day resources. The examples depend on the details (both in consequence, and activation cost) of the resources in question.Raven Crowking said:No wonder you believe that you've "shown there to be errors in [my] reasoning" since you fail both to address it or, by your own admission, quoted above, understand it.
This is an illustration of what I mean by putting your view forward in a purely general fashion. You appear to be treating the encounter as purely a case of the players deploying the resources against the monsters, with the amount deployed being equal to E + D (until D runs out), then stuck at E.Raven Crowking said:Per-day resources can easily handle any level of encounter frequency, by varying the intensity of the encounters. Per-encounter resources can easily handle any level of encounter frequency, by varying the intensity of encounters.
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Hybrid systems, such as that proposed by 4e, can have only a limited number of significant encounters per day due to the inclusion of resource attrition, while narrowing the range of significant encounters due to the "bar" set by per-encounter abilities. The actual result is that of fewer significant encounters per day being possible than with a per-day system (or a pure per-encounter system, obviously).
But the mathematics is not simply R = E + D. One has to take account of questions to do with trigger conditions, activation costs and the consequences of resource deployment. I think the question at hand - that is, can an introduction of per-encounter resources resolve the 15 minute adventuring day issue by allowing for a larger number of mechanically interesting encounters to occur without rest being required - cannot be answered without thinking in detail about particular suites of character abilities, and the typical range of encounters they are to be used in.Raven Crowking said:mechanical thesholds of significance can be examined using mathematics, and there the numbers are against you.
Does this mean that you agree that a move to incorporate per-encounter resources will remove certain obstacles to some playstyles that purely per-day resources give rise to?Raven Crowking said:Otherwise, yes, you can have any number of encounters in a per-encounter system that may be significant using non-mechanical thresholds of significance. As I said earlier.
Thanks. I think you raise a good point as well on the expenditure of resources, specifically that some powerful abilities (especially the likes teleport) simply do not make sense if they're used at the beginning of all but the most dangerous of encounters.pemerton said:Excellent post. The bits I've quoted above are the clearest statements of the point I've been trying to make at least since post #1001, which gave an example (however imperfect) to try to illustrate how a suite of abilities mixing per-encounter and per-day might be designed to facilitate this sort of play.
Patryn of Elvenshae said:In a per-day-only system, if I use up 20% of the party's resources in a combat, they can't get those back until they rest. They'll be at 80% going into the next fight.
In a per-encounter and per-day system, I can use up 80% of the party's resources in a combat, and they'll all come back before the next one. They'll be at 100% going into the next fight.
pemerton said:And one shows an argument to be flawed by showing that one of its premises is wrong - which requires argument - or by showing that the reasoning deployed is unsound - which requires argument.
pemerton said:I'm mostly interested in your opinion of the example I sketched in my post. The point of that example was to try to indicate how per-day resources can both be useful, but not necessarily the most rational first response to an encounter. For example, a "second wind" ability is very useful, but one would not use it at the start of an encounter, because one would still be at or near full hit points at that point. Likewise, a "teleport the party" or "heal all allies" ability is not one with which one would open.
I also would dispute your claim that there is no consequence to using per-day resources.
I think I have addressed your reasoning.
Raven Crowking said:Otherwise, yes, you can have any number of encounters in a per-encounter system that may be significant using non-mechanical thresholds of significance. As I said earlier.
Does this mean that you agree that a move to incorporate per-encounter resources will remove certain obstacles to some playstyles that purely per-day resources give rise to?
Jackelope King said:On the issue of nova-ing in particular, a very good analysis came up for it back after the release of the XPH on the Wizards of the Coast Psionics boards. The argument essentially pointed out that making your default setting "nova" (ie always using your most powerful, most damaging and most costly abilities first) has a poor cost-benefit ratio. The goal of fighting any particular enemy is to incapacitate that enemy with the smallest net loss in resources (ideally making a net gain from the treasure that the enemy drops). If you don't hit hard enough, you risk suffering HP damage in return from your enemy. You want to drop the enemy in the fewest number of rounds to avoid being dropped yourself.
However, there's no real functional difference between an enemy at -1 HP and -1,000,000,000 HP, so far as an adventuring PC is concerned. The only question is whether or not the enemy is in good enough condition to remain a threat.
So it's essentially a question of whether or not you'd be willing to use a firehose to fill your drinking glass, or if it'd be more efficient (cost-wise) to just use the faucet in the kitchen. Both will fill it, but 99% of what you used from the firehose will be wasted.