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<blockquote data-quote="Mallus" data-source="post: 3756880" data-attributes="member: 3887"><p>A skill that's pegged to a relatively predictable schedule of threats, implicitly player-initiated, for the most part (the classic 'one more room' syndrome). That's my biggest beef with relying on resource management to provide a significant amount of the challenge. It tends to fall apart the more unpredictable things happen, when the campaign takes place in a more dynamic environment where trouble frequently kicks down the PC's door, Chandler-style. In which case minor ablative encounters are rendered meaningless, unforeseeable encounters leave the PC's unable to take meaningful actions, etc.</p><p></p><p>The 'resource management mini-game' ends up in either rote encounters or a guessing game. Which is why I much prefer systems where the challenge lies in <em>which</em> meaningful action the player takes, not <em>if</em> a player decides to perform one, or is saving him- or herself for later... </p><p></p><p>Games with limited-to-no resources management (like M&M, which really only has a single multipurpose player resource, the Hero Point) can be just as tactically rich as management heavy one like 3.5.</p><p></p><p></p><p>Not necessarily. You're leaving out 'defeat', which in no way needs to imply death, and the failure to achieve desired goals/objectives. </p><p></p><p>When you have engaged players with some investment in the game world, then there's no need for death to on the line in order to make an encounter interesting.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3756880, member: 3887"] A skill that's pegged to a relatively predictable schedule of threats, implicitly player-initiated, for the most part (the classic 'one more room' syndrome). That's my biggest beef with relying on resource management to provide a significant amount of the challenge. It tends to fall apart the more unpredictable things happen, when the campaign takes place in a more dynamic environment where trouble frequently kicks down the PC's door, Chandler-style. In which case minor ablative encounters are rendered meaningless, unforeseeable encounters leave the PC's unable to take meaningful actions, etc. The 'resource management mini-game' ends up in either rote encounters or a guessing game. Which is why I much prefer systems where the challenge lies in [i]which[/i] meaningful action the player takes, not [i]if[/i] a player decides to perform one, or is saving him- or herself for later... Games with limited-to-no resources management (like M&M, which really only has a single multipurpose player resource, the Hero Point) can be just as tactically rich as management heavy one like 3.5. Not necessarily. You're leaving out 'defeat', which in no way needs to imply death, and the failure to achieve desired goals/objectives. When you have engaged players with some investment in the game world, then there's no need for death to on the line in order to make an encounter interesting. [/QUOTE]
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