shilsen said:
A spell you're relying on may be doing all sorts of things besides keeping you alive. It might be a Fly spell, without which you won't be able to reach location X. It might be an Arcane Sight, without which you won't be able to detect the magical portal the BBEG escaped through. And so on. As I mentioned before, death is only on the line if you're not thinking through the various possibilities, as you clearly aren't.
(The only thing that's clear to you is that we don't agree. The rest of it is speculative and argumentative on your part. "It seems like you're not thinking about this" is more polite.)
A combat that lasts long enough to effect the duration of a Fly spell is a strange one to me. I'm assuming something close to the 6 second combat round would be in place for a DnD type system (a reasonable assumption IMO for reasons given in 3E). Same thing with Arcane Sight. Unless the DM has somehow mapped out the dungeon after consulting the particular party member's Fly spell duration (heavy handed). It's just basically not clear to me how the details of combat are going to really matter that much in terms of time - 3 melee rounds is a long time in terms of success/failure, but it's only 18 seconds in terms of plot development, impact on spell durations, etc. Again, with the information I have this particular example seems overly theoretical.
Oh, you're right, I did skip over the "calling/running for help" example of the possible "encounter contexts". That example works in my game.
shilsen said:
As noted above, a DM's failure to imagine beyond a limited area doesn't mean the system is to blame.
Right. The same thing can be said for those who can't deal with the impact that resource management has on their delicate story lines, except that it would be as rude in that case as it is here. It seems to me that we're talking about different gaming styles.
shilsen said:
Some of them, yes. My game actually literally has no death in it, since I allow PCs to use action pts and swashbuckling cards to survive attacks and effects that kill or take them to -10. And, as noted above, I only usually have 1 encounter a day. Both of which combined should mean (according to the arguments I've seen from RC and yourself) that combat is meaningless in my game.
That's not what I've been trying to show. What it means is combat would be meaningless in *my game*. I don't know what your players or your own expectations are, or what other combinations of factors are mitigating the problems I've described (action points and all of that). Saying "wrong" all of the time to what I'm saying isn't helping me understand it any better - it seems like a waste of my time to expect that from this conversation. I didn't mean to insult your gaming style, only to suggest that AFAICT elements of it weren't appropriate for my game as far as I could see.
shilsen said:
As noted by Jackelope King above, attaching context to a combat is hardly heavy-handed or manipulative.
As I said, I thought this statement was an over-generalization.
shilsen said:
By definition, the attrition model is also attaching context to a combat by making it relevant in the context of the future combats that the PCs are supposed to have. What's good for the goose is good for the gander.
An *important* difference though is that the attrition model is understood upfront by the players involved, so that it's affect on the events is not nearly as arbitrary and contrived as many of the other examples of "encounter contexts" could be.