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<blockquote data-quote="Celebrim" data-source="post: 3752457" data-attributes="member: 4937"><p>You realize that you just described in exacting detail one of the reasons why the 'per-encounter' system is never going to work, right?</p><p></p><p>High level D&D post-3E has an annoying reliance on a large number of defences to be in place. It's only a slight exagerration to say that you better have mind-blank, death ward, freedom of movement, appropriate energy resistance, find the path and have eaten a hero's feast or else you are toast. Plus you need a couple of break enchantments and heals as back up for anything that might go wrong, to say nothing of a plethora of equipment (actually a resource but fortunately one that generally doesn't break). Loose one of those things, and the smart party doesn't say, "Heh, we've only used 25% of our resources - let's keep pushing on." No, the smart party assumes that as soon as they push on, it will be the one resource that they have a shortage in (whatever it is) that they will critically need. Smart high level parties don't take risks. That's how they got to be high level in the first place. As soon as they expend any critical resource at all, they are going to go on the defensive.</p><p></p><p>Now, there are some changes which might help, but changing from a per day to a per encounter or (as is more likely) some mixture of both won't change that situation at at all. In fact, its my opinion that much of what I've heard so far (number inflation, for example) actually reinforces the above.</p><p></p><p>So, go ahead and welcome your new 'per encounter' overlords. New master, same as the old master, plus 50% more game imbalance and brokenness as the natural and predicatable result of completely redoing the system (which means 4.5 is just around the corner, in some form no matter what WotC says).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3752457, member: 4937"] You realize that you just described in exacting detail one of the reasons why the 'per-encounter' system is never going to work, right? High level D&D post-3E has an annoying reliance on a large number of defences to be in place. It's only a slight exagerration to say that you better have mind-blank, death ward, freedom of movement, appropriate energy resistance, find the path and have eaten a hero's feast or else you are toast. Plus you need a couple of break enchantments and heals as back up for anything that might go wrong, to say nothing of a plethora of equipment (actually a resource but fortunately one that generally doesn't break). Loose one of those things, and the smart party doesn't say, "Heh, we've only used 25% of our resources - let's keep pushing on." No, the smart party assumes that as soon as they push on, it will be the one resource that they have a shortage in (whatever it is) that they will critically need. Smart high level parties don't take risks. That's how they got to be high level in the first place. As soon as they expend any critical resource at all, they are going to go on the defensive. Now, there are some changes which might help, but changing from a per day to a per encounter or (as is more likely) some mixture of both won't change that situation at at all. In fact, its my opinion that much of what I've heard so far (number inflation, for example) actually reinforces the above. So, go ahead and welcome your new 'per encounter' overlords. New master, same as the old master, plus 50% more game imbalance and brokenness as the natural and predicatable result of completely redoing the system (which means 4.5 is just around the corner, in some form no matter what WotC says). [/QUOTE]
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