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<blockquote data-quote="Imaro" data-source="post: 3757068" data-attributes="member: 48965"><p>Well, my experience in D&D has been that the attrition adds an unknown (ie random) factor to the equation, and as stated in UA randomness does not favor the PC's. I think this ultimately helps to balance things out a little, since D&D is weighted towards the PC's when using the EL and CR system.</p><p></p><p>I also think it rewards PC's who figure out other ways to handle problems, either because they want to avoid wasting resources on it or because they(correctly or incorrectly) assume that they don't have the resources to deal with a strong encounter. In the first you reserve your power and are rewarded with the final encounter being easier...in the latter you still overcame the challenge though maybe not necessarily through the application of power.</p><p></p><p>I think it also gives a broader base for evaluation and decision making when it comes to player's and their PC's capabilities. You decide if your PC is strong enough, smart enough, or crafty enough to cotinue based on how you play them and what you periceve your power levels to be. If you succeed it was your call and if you fail, it was your call. Instead with per-encounter abilities there would only be two times in a game when I would use my per-day functions(assuming they are more powerful than the per-encounter). </p><p></p><p>1.) Against the Big fight(actually this would, given optimal conditions be the only time I use them.)</p><p>2.) In an early encounter where everything has gone horribly wrong and I have to.</p><p></p><p>In other words, I will be at 100% barring number 2 and, if number 2 happens, I am going to rest to get it back(unlees there's always some type of time limit in every adventure). So then my question is why even divide the abilities, just make them all per-encounter. Or, a better idea IMHO, implement a cost system like Exalted(essence) or MCWoD(vitae/components/essence) that still regulates the uses of certain abilities.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3757068, member: 48965"] Well, my experience in D&D has been that the attrition adds an unknown (ie random) factor to the equation, and as stated in UA randomness does not favor the PC's. I think this ultimately helps to balance things out a little, since D&D is weighted towards the PC's when using the EL and CR system. I also think it rewards PC's who figure out other ways to handle problems, either because they want to avoid wasting resources on it or because they(correctly or incorrectly) assume that they don't have the resources to deal with a strong encounter. In the first you reserve your power and are rewarded with the final encounter being easier...in the latter you still overcame the challenge though maybe not necessarily through the application of power. I think it also gives a broader base for evaluation and decision making when it comes to player's and their PC's capabilities. You decide if your PC is strong enough, smart enough, or crafty enough to cotinue based on how you play them and what you periceve your power levels to be. If you succeed it was your call and if you fail, it was your call. Instead with per-encounter abilities there would only be two times in a game when I would use my per-day functions(assuming they are more powerful than the per-encounter). 1.) Against the Big fight(actually this would, given optimal conditions be the only time I use them.) 2.) In an early encounter where everything has gone horribly wrong and I have to. In other words, I will be at 100% barring number 2 and, if number 2 happens, I am going to rest to get it back(unlees there's always some type of time limit in every adventure). So then my question is why even divide the abilities, just make them all per-encounter. Or, a better idea IMHO, implement a cost system like Exalted(essence) or MCWoD(vitae/components/essence) that still regulates the uses of certain abilities. [/QUOTE]
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