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<blockquote data-quote="Celebrim" data-source="post: 3752602" data-attributes="member: 4937"><p>You just said how it fails. You wrote: "Things like the stuff you mentioned are, in the game's current incarnation, essential (or <em>critical</em>) defenses or buffs."</p><p></p><p>Fixing the problem involves changing that element of play. If I change that element of play, then the problem goes away regardless of whether I remain with a 'per day' design. If I don't change that element of play, then the problem doesn't go away even if I go to a per encounter design <strong>unless</strong> as I already mentioned you turn all resources into per encounter ones. But that has its own problems. </p><p></p><p>Look at it this way. Imagine that they don't change "the stuff <em> mentioned" and all that remains essential or critical defences. Then you are essentially asking for is always on hero's feast, death ward, mind blank, freedom of movement and so forth. You don't see how that won't carry its own problems which are at least as great as those you are trying to fix? On the other hand, if I change the game where "the stuff <em> mentioned" is no longer critical, then a 'per encounter' system no longer is needed to fix the problem of resource management.</em></em></p><p><em><em></em></em></p><p><em><em>What I've yet to show (and attempt to show in this thread) is that the per encounter system carries a potential cost/risk which makes me skeptical of it. All I'm trying to say at the moment is that it won't fix what most people who support it say that it will fix.</em></em></p></blockquote><p></p>
[QUOTE="Celebrim, post: 3752602, member: 4937"] You just said how it fails. You wrote: "Things like the stuff you mentioned are, in the game's current incarnation, essential (or [i]critical[/i]) defenses or buffs." Fixing the problem involves changing that element of play. If I change that element of play, then the problem goes away regardless of whether I remain with a 'per day' design. If I don't change that element of play, then the problem doesn't go away even if I go to a per encounter design [b]unless[/b] as I already mentioned you turn all resources into per encounter ones. But that has its own problems. Look at it this way. Imagine that they don't change "the stuff [I] mentioned" and all that remains essential or critical defences. Then you are essentially asking for is always on hero's feast, death ward, mind blank, freedom of movement and so forth. You don't see how that won't carry its own problems which are at least as great as those you are trying to fix? On the other hand, if I change the game where "the stuff [I] mentioned" is no longer critical, then a 'per encounter' system no longer is needed to fix the problem of resource management. What I've yet to show (and attempt to show in this thread) is that the per encounter system carries a potential cost/risk which makes me skeptical of it. All I'm trying to say at the moment is that it won't fix what most people who support it say that it will fix.[/I][/I] [/QUOTE]
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