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<blockquote data-quote="Jackelope King" data-source="post: 3762760" data-attributes="member: 31454"><p>Or perhaps the healer can bring everyone up to a "decent" level of health at any given time (maybe 50~75% or somesuch), but only up to full using "per day" spells. We don't know how this works, but in every single incarnation of D&D ever, and in nearly every hitpoint-based game, the big limit on how long someone could go has always been hit points, and how easily you could replenish them. I know that in Mearles' Iron Heroes, while you always could earn tokens to play with per-encounter abilities all day long, your hit point totals still needed attention. That was where the attrition was, and that's probably where it will still be.</p><p></p><p>(And I may be mistaken, but I thought that the healing reserve feat only let the cleric bring someone up to a certian percentage but not full health).</p><p></p><p></p><p>First, why would I want to play a dungeon crawl? It's one type of fantasy roleplaying game, but not the end-all be-all. Certainly the game should <em>support</em> this style, and support it well, but it shouldn't <em>restrict</em> people to this style of gaming.</p><p></p><p>Resources are, quite simply, things which characters can use to make progress in the game. That's it. Resources needn't be something which deplete with use. Your <em>fireball</em> spell is just as important a resource as the favor of the mayor of the town you just saved. What is wrong with considering the suggestions I listed resources?</p><p></p><p>**EDIT:** And I nearly forgot to address a point you made. Again, I believe that the designers are going to continue making hit points a <em>de facto</em> per-day resource, making it increasingly difficult for the party to carry on at full health (possibly always able to continue decently, maybe at the oft-quoted 80% efficiency). It won't be impossible for the DM to throw more encounters at the party without slaughtering them just as it will still be possible for the PCs to be warry about continuing down to the next level of the dungeon when they're still battered and bruised from the current one.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3762760, member: 31454"] Or perhaps the healer can bring everyone up to a "decent" level of health at any given time (maybe 50~75% or somesuch), but only up to full using "per day" spells. We don't know how this works, but in every single incarnation of D&D ever, and in nearly every hitpoint-based game, the big limit on how long someone could go has always been hit points, and how easily you could replenish them. I know that in Mearles' Iron Heroes, while you always could earn tokens to play with per-encounter abilities all day long, your hit point totals still needed attention. That was where the attrition was, and that's probably where it will still be. (And I may be mistaken, but I thought that the healing reserve feat only let the cleric bring someone up to a certian percentage but not full health). First, why would I want to play a dungeon crawl? It's one type of fantasy roleplaying game, but not the end-all be-all. Certainly the game should [i]support[/i] this style, and support it well, but it shouldn't [i]restrict[/i] people to this style of gaming. Resources are, quite simply, things which characters can use to make progress in the game. That's it. Resources needn't be something which deplete with use. Your [i]fireball[/i] spell is just as important a resource as the favor of the mayor of the town you just saved. What is wrong with considering the suggestions I listed resources? **EDIT:** And I nearly forgot to address a point you made. Again, I believe that the designers are going to continue making hit points a [i]de facto[/i] per-day resource, making it increasingly difficult for the party to carry on at full health (possibly always able to continue decently, maybe at the oft-quoted 80% efficiency). It won't be impossible for the DM to throw more encounters at the party without slaughtering them just as it will still be possible for the PCs to be warry about continuing down to the next level of the dungeon when they're still battered and bruised from the current one. [/QUOTE]
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