Majoru Oakheart
Adventurer
I know the point you are trying to make: That if you don't use any resources at all, then the battle was boring. Since everyone's powers were all per encounter that means that all battles that don't dip into people's daily resources will be boring. Since all battles are boring, you must increase the difficulty of encounters to the point where each one will use up daily resources. And then groups will rest to get them back after every encounter, thus creating the same situation.Raven Crowking said:I have to wonder how you will react to 4e if it is no fun for you or a number of your players to constantly run 1 hour long battles which use only a couple of resources and whose ending is a foregone conclusion?
This is a point that I have been trying to make for a very, very long time.
What I'm trying to say is that in the "weak" encounters that one throws up against a party as part of the resource attrition/per day model tend to use up mostly hitpoints/cleric spells of the party rather than any other resource.
So, you fight a battle where the wizard doesn't need to cast spells since it's too easy to waste them but the fighter gets hit for 30 damage before you take out the enemy. The cleric heals the damage and the party continues. The party fights another battle that's too easy to waste wizard spells on and the fighter takes some damage and gets healed, then repeat. The battles aren't fun for anyone except the fighter and maybe rogue as they are the only ones doing anything of note in the combat. The cleric sits there and heals, the wizard either casts some spells because he's bored or uses a crossbow to miss.
It's not a matter of the battle being a forgone conclusion. Most are. I don't see a lot of DMs hoping that the party will lose the encounter, so they purposefully use enemies the party will defeat.
It's a matter of how interesting the tactics during the battle are and how much fun is had while trying to beat them. This is created by having a variety of enemies in the came encounter with varying abilities which work together in an interesting environment rather than using resource attrition to decide when it's the best time for the wizard to actually cast spells.