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<blockquote data-quote="Celebrim" data-source="post: 3752304" data-attributes="member: 4937"><p>Mr. Wyatt is wrong about something critical here. Player's that metagame the system like that don't attempt three encounters. They just do one. If they expend any resources at all, then they rest. Afterall, why risk going into the next encounter missing 4 of your 60 hit points? That 4 hit points could be the difference between life and death! </p><p></p><p>This is true whether thier abilities are regained per encounter or per day.</p><p></p><p>The only difference aside from fluff (we rest 'a minute' and we rest 'a day' are both really no more than fluff and hand waving) is whether there is any risk in resting. If resting takes a whole day, then there is a significant risk provided that the story has a time line and the enemy is ran proactively by the DM. If resting takes a whole minute, then there is comparitively a much smaller risk. You don't even have to set watch and try to avoid a night ambush. You can just keep on pushing on. After a rest, of course. One that forces you to make no meaningful trade offs.</p><p></p><p>Alot of the pro-per-encounter types have made the argument have made the argument that 4e will be best of both worlds, in that some fraction of the player's resources will be per day so that there will be some resource management. But this isn't really an answer. Either they will do one encounter and rest a day to get thier full abilities back (no net change over what people are complaining about), or they will choose to push on with less than optimal resources (again, no net change), or they can't run out of useful resources at all in which case the distinction is meaningless. I don't think many are yet arguing that the game would be better in the latter case, but I can't help but notice that the first two options are the same as what we have in 3rd edition. </p><p></p><p>I still think that per encounter abilities aren't going to fix some people's problem with the metagame because they aren't addressing the core issues that cause the metagame. It might make for more satisfying fluff though.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3752304, member: 4937"] Mr. Wyatt is wrong about something critical here. Player's that metagame the system like that don't attempt three encounters. They just do one. If they expend any resources at all, then they rest. Afterall, why risk going into the next encounter missing 4 of your 60 hit points? That 4 hit points could be the difference between life and death! This is true whether thier abilities are regained per encounter or per day. The only difference aside from fluff (we rest 'a minute' and we rest 'a day' are both really no more than fluff and hand waving) is whether there is any risk in resting. If resting takes a whole day, then there is a significant risk provided that the story has a time line and the enemy is ran proactively by the DM. If resting takes a whole minute, then there is comparitively a much smaller risk. You don't even have to set watch and try to avoid a night ambush. You can just keep on pushing on. After a rest, of course. One that forces you to make no meaningful trade offs. Alot of the pro-per-encounter types have made the argument have made the argument that 4e will be best of both worlds, in that some fraction of the player's resources will be per day so that there will be some resource management. But this isn't really an answer. Either they will do one encounter and rest a day to get thier full abilities back (no net change over what people are complaining about), or they will choose to push on with less than optimal resources (again, no net change), or they can't run out of useful resources at all in which case the distinction is meaningless. I don't think many are yet arguing that the game would be better in the latter case, but I can't help but notice that the first two options are the same as what we have in 3rd edition. I still think that per encounter abilities aren't going to fix some people's problem with the metagame because they aren't addressing the core issues that cause the metagame. It might make for more satisfying fluff though. [/QUOTE]
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