Raven Crowking
First Post
Jackelope King said:If and only if you can regain the ability immediately following an encounter with no cost. This was a problem in 3e with casters novaing and spending a day's worth of resources quickly and then resting, avoiding the power curve designers predicted which would bring casters into line with non-casters.
Exactly my point, going back Lo these many pages.
If you want players to engage in a cost/benefit analysis of using particular resources, there must be a cost associated. In 3.X, the designers imagined that the cost would be loss of the resource for future encounters, because that was the paradigm that had worked in previous editions. However, at the same time, they removed nearly all of the cost associated with resting to regain that resource, and activley (via articles on the WotC site) solicited DMs to ignore/not use other costs (such as the chance of wandering monsters, deemed "unfun" in one particular article).
If there is no cost to using a resource, and benefit to be gained from using that resource, the odds are extremely high that the resource will be used.
you're doing yourself a tremendous disservice by ignoring pemerton.
I don't think so. For example:
pemerton said:Raven Crowking said:If a player wants to utilize the minimum amount of resources to reduce an opponent to a helpless condition in the minimum amount of time possible, and the reason players want to minimize their resource expenditure is because they percieve that they may be at greater risk at a later time without the less plentiful ("more expensive") resource, it follows that if they don't have to worry about being at greater risk at a later time, then they don't worry about minimizing their resource expenditure and only do whatever reduces an opponent as quickly as possible.
A small point of logic.
You argue:
If players choose A, and the reason for choosing A is B, and not B, then it follows that players will not choose A.
This inference is valid only if a further premise is asserted (or presupposed), namely, that in the absence of B no other reason emerges that supports players choosing A.
Now, given what pemerton was responding to, what are A and B in this context? I discuss players choosing to use resources, so the choice involved must be A. Presumably, then, A represents the non-use of a resource.
Now, as B is proposed as the cause of A, what do I claim is the causing players to avoid using that resource? Because they percieve that they may be at greater risk at a later time without the less plentiful ("more expensive") resource.
Pemerton therefore argues that the conclusion (it follows that if they don't have to worry about being at greater risk at a later time, then they don't worry about minimizing their resource expenditure and only do whatever reduces an opponent as quickly as possible) is only true if there is no other mitigating factor.
Clear and sensible, right?
Also a repetition of a previous poster (emphasis unchanged):
If I know that I have a significant chance of losing in any given encounter, and no other factor presents itself, I would be an idiot not to use my best abilities to defeat that encounter. I am not forced to use them. I am merely encouraged to use them.
If I know that the everage encounter includes a significant chance of losing, and no other factor presents itself, I would be an idiot not to ensure that I have my best abilities available to defeat that encounter. I am not forced to have them. I am merely encouraged to have them.
If I know that the everage encounter includes a significant chance of losing, and no other factor presents itself, I would be an idiot not to ensure that I have my best abilities available to defeat that encounter. I am not forced to have them. I am merely encouraged to have them.
Any idea who that poster was?
And, having made the same point many times in the past, do you honestly think that this (or any other) conversation would be well served by pedantically inserting every caveat into every post? I am already accused of making my responses too long.
So, no, I don't think these side trips are worthwhile.
Interestingly, your definition closely mirrors my own. You are including "anything that you can use to mechanically affect the game", which would include resources which are infinite-use and can be renewed instantly.
Yes. And, I would also say that modification of a resource that limits what you can do with a resource is a loss, even if only a temporary one. Loss doesn't need to be permanent to be loss.
RC