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<blockquote data-quote="med stud" data-source="post: 3759520" data-attributes="member: 1211"><p>The difference is how long a game isn't really important for the tactical side of things; the importance is the decisions you make while it lasts. So a combat is 3-5 rounds, then you have to make those rounds count, just like in chess or a poker tour (to use the extreme example of number of rounds).</p><p></p><p>Your are right about ending a chess game with fewer resources that you started out with, that's the nature of chess. This goes for D&D as well if you view each game of chess like one combat in D&D. After a combat of appropriate level you will have less resources than you started out with, even if you win. Your last part (as I understand it) seems to be that you think that you will be reckless with your resources if you get them back each encounter. Well as I see it you can use them more but you have to consider what resource is best when instead of if you should use it at all in the combat.</p><p></p><p></p><p>I would like to see a game without optimization. They exist in D&D, Starcraft, DOTA, soccer, you name it. What a game should do to be interesting is to make the game so that the answer to "what is best?" is "it depends." This hasn't anything to do if you get abilities per encounter or if you get them to use over a day. If they make the game so that it always makes sense to use one or two abilities, or even worse, if they make the game so that a certain order of using abilities is always optimal then they have failed utterly. So, with varied "scenery" (if that's what you call different enemies) comes different optimal combos, enough so that it hopefully won't get boring.</p><p></p><p>Note: This is if you are playing the game as a war game, usually, at least IME, battles get interesting because of context etc as well.</p><p></p><p>PS: Dealing more damage than you take is a good summary of how to win conflicts in the real world as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. What all strategists and leaders have been going after in history is how to do this as good as possible with the tools available.</p><p></p><p></p><p></p><p>I agree with the last sentence <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p></blockquote><p></p>
[QUOTE="med stud, post: 3759520, member: 1211"] The difference is how long a game isn't really important for the tactical side of things; the importance is the decisions you make while it lasts. So a combat is 3-5 rounds, then you have to make those rounds count, just like in chess or a poker tour (to use the extreme example of number of rounds). Your are right about ending a chess game with fewer resources that you started out with, that's the nature of chess. This goes for D&D as well if you view each game of chess like one combat in D&D. After a combat of appropriate level you will have less resources than you started out with, even if you win. Your last part (as I understand it) seems to be that you think that you will be reckless with your resources if you get them back each encounter. Well as I see it you can use them more but you have to consider what resource is best when instead of if you should use it at all in the combat. I would like to see a game without optimization. They exist in D&D, Starcraft, DOTA, soccer, you name it. What a game should do to be interesting is to make the game so that the answer to "what is best?" is "it depends." This hasn't anything to do if you get abilities per encounter or if you get them to use over a day. If they make the game so that it always makes sense to use one or two abilities, or even worse, if they make the game so that a certain order of using abilities is always optimal then they have failed utterly. So, with varied "scenery" (if that's what you call different enemies) comes different optimal combos, enough so that it hopefully won't get boring. Note: This is if you are playing the game as a war game, usually, at least IME, battles get interesting because of context etc as well. PS: Dealing more damage than you take is a good summary of how to win conflicts in the real world as well ;). What all strategists and leaders have been going after in history is how to do this as good as possible with the tools available. I agree with the last sentence ;). [/QUOTE]
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