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<blockquote data-quote="Celebrim" data-source="post: 3752482" data-attributes="member: 4937"><p>Grog. We've fought this fight before. You didn't listen to me then, and you aren't listening to me now.</p><p></p><p>Smart metagamers don't rest when they reach 80% or 50% or 25% of thier maximum resources. They rest as soon as they drop below 100% of thier maximum resources. If I'm metagaming in a vacuum (for example, assume a non-timed dungeon exploration without a proactive opponent, 'Descent into the Forgotten Catacombs' for example), I don't rest when I think I have to. I rest after every encounter. If I metagaming, I'm not motivated by whether it seems silly to rest after 5 minutes of actual adventuring. I'm motivated by the desire to 'win'. And the best strategy is to rest, even if I only lost 4 hit points.</p><p></p><p>This has been true for every addition of the game. Earlier editions of the game fought against this with 'wandering encounters' and longer term survival resources (can't rest indefinately without an infinite food and water supply). Current editions deemphacize wandering monsters as a metagame mechanic and look askance at the idea that players should do tedious bookkeeping like marking off rations, water, etc. The natural result is that a formerly specific tactic is coming to have a more general application, especially against novice DMs who don't think to play monsters proactively when they are 'off stage'.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3752482, member: 4937"] Grog. We've fought this fight before. You didn't listen to me then, and you aren't listening to me now. Smart metagamers don't rest when they reach 80% or 50% or 25% of thier maximum resources. They rest as soon as they drop below 100% of thier maximum resources. If I'm metagaming in a vacuum (for example, assume a non-timed dungeon exploration without a proactive opponent, 'Descent into the Forgotten Catacombs' for example), I don't rest when I think I have to. I rest after every encounter. If I metagaming, I'm not motivated by whether it seems silly to rest after 5 minutes of actual adventuring. I'm motivated by the desire to 'win'. And the best strategy is to rest, even if I only lost 4 hit points. This has been true for every addition of the game. Earlier editions of the game fought against this with 'wandering encounters' and longer term survival resources (can't rest indefinately without an infinite food and water supply). Current editions deemphacize wandering monsters as a metagame mechanic and look askance at the idea that players should do tedious bookkeeping like marking off rations, water, etc. The natural result is that a formerly specific tactic is coming to have a more general application, especially against novice DMs who don't think to play monsters proactively when they are 'off stage'. [/QUOTE]
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