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<blockquote data-quote="Imaro" data-source="post: 3762825" data-attributes="member: 48965"><p>I wasn't adressing reserve feats specifically, as I have only heard of them and don't posses the book there in. My main problem is this, if hp's can't be replenished at all, then all we're doing with per encounter abilities is upping the power level. If they can be replenished up to a certain percentage then how is this different from per-day and encounter guidelines currently, except maybe in being more hampering. I think of it like this</p><p></p><p>In the current system you start with 100% of your resources, now if my penultimate encounter is geared to a party with 60% of their resources I can accomplish how they get to that point. Perhaps four encounters that take 0% of their resources then another that takes 10% and finally another that takes 20%(for a total of 6 encounters+ the finale). This way if they play smart then they should face the final encounter with 70% of their resources...if they don't play smart from 60% to maybe 50%. If I structuure the final encounter to challenge them at 30% of their resources then I can make more encounters or less but harder encounters.</p><p></p><p>With the players at 80% to 100% efficiency, I will always(if I want it to be challenging) structure the final encounter to challenge the PC's at 80 to 100% of their resources. Which, and I am assuming here since I haven't seen the new encounter system, a much narrower range than what can be accomplished above.</p><p></p><p></p><p></p><p>Different strokes for different folks, but you're examplae assume no one will, I was just providing a counter argument. Never said it should restrict people, but how do per-day or per-encounter resources impact your style(the resources you listed) in any way. In fact I see it impacting the dynamics of a dungeon-crawl the most.</p><p></p><p></p><p></p><p>No they don't <strong>have</strong> to be something that depletes with use. the problem is that in no way do the resources we are discussin impact(help or hinder) you giving out your own "story resources". In other words your resources are a negligible factor in what we are actually talking about. I hand them out all the time in my game, but I've never been stopped or helped in doing so by how the PC's abiltites refresh.</p><p></p><p></p><p></p><p>You see it's that always at 80% efficiency that makes me wonder. At this level and let's say an average level of skill by your players, you're going to challenge them(and this is being generous) with encounters that force the party to use 65% to 100% of their resources. I can't see an encounter being challenging below 65%(maybe 60) but definitely not below that for even moderately competent players(and let's not even go with powergamers or experienced players), while an encounter over 100% will probably TPK a moderately competent player. This is all IMHO of course.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3762825, member: 48965"] I wasn't adressing reserve feats specifically, as I have only heard of them and don't posses the book there in. My main problem is this, if hp's can't be replenished at all, then all we're doing with per encounter abilities is upping the power level. If they can be replenished up to a certain percentage then how is this different from per-day and encounter guidelines currently, except maybe in being more hampering. I think of it like this In the current system you start with 100% of your resources, now if my penultimate encounter is geared to a party with 60% of their resources I can accomplish how they get to that point. Perhaps four encounters that take 0% of their resources then another that takes 10% and finally another that takes 20%(for a total of 6 encounters+ the finale). This way if they play smart then they should face the final encounter with 70% of their resources...if they don't play smart from 60% to maybe 50%. If I structuure the final encounter to challenge them at 30% of their resources then I can make more encounters or less but harder encounters. With the players at 80% to 100% efficiency, I will always(if I want it to be challenging) structure the final encounter to challenge the PC's at 80 to 100% of their resources. Which, and I am assuming here since I haven't seen the new encounter system, a much narrower range than what can be accomplished above. Different strokes for different folks, but you're examplae assume no one will, I was just providing a counter argument. Never said it should restrict people, but how do per-day or per-encounter resources impact your style(the resources you listed) in any way. In fact I see it impacting the dynamics of a dungeon-crawl the most. No they don't [B]have[/B] to be something that depletes with use. the problem is that in no way do the resources we are discussin impact(help or hinder) you giving out your own "story resources". In other words your resources are a negligible factor in what we are actually talking about. I hand them out all the time in my game, but I've never been stopped or helped in doing so by how the PC's abiltites refresh. You see it's that always at 80% efficiency that makes me wonder. At this level and let's say an average level of skill by your players, you're going to challenge them(and this is being generous) with encounters that force the party to use 65% to 100% of their resources. I can't see an encounter being challenging below 65%(maybe 60) but definitely not below that for even moderately competent players(and let's not even go with powergamers or experienced players), while an encounter over 100% will probably TPK a moderately competent player. This is all IMHO of course. [/QUOTE]
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