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<blockquote data-quote="Imaro" data-source="post: 3762983" data-attributes="member: 48965"><p>That's all well and good, but I think he means in a mechanical sense. I mean the whole "if we don't pull this off the princess will be kidnapped" meaningful loses alot of it's punch when you can pull out everything and the kitchen sink to accomplish it. You then run into once again, making it a 80%-100& resource depletion encounter(which certainly infers a TPK as a consequence of loosing) to give it that punch.</p><p></p><p></p><p></p><p></p><p>Yet if the encounter is a given(once again I estimate a lower than 65% resource depletion) you know what the end mechanical outcome will be majority of the time, thus you know what effect, as far as "story resources" you will achieve from it. There's a lack of risk/reward and in a per-day encounter this type of reward is just as effective at keeping the PC's going. In other words I see nothing that makes per-encounter abilities superior to implementing what you propose here.</p><p></p><p></p><p></p><p>I find this is the case with almost any game once you've taken the time to familiarize yourself with it and your players...not to mention the fact that an encounter can be adjusted on the fly. I think the fact that there aren't alot of steady resources in the hands of the PC's in D&D promotes longterm thought about consequences and strategy, as well as a sense of risk that is more satisfying than being able to blast/smite/rage every combat. YMMV of course.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3762983, member: 48965"] That's all well and good, but I think he means in a mechanical sense. I mean the whole "if we don't pull this off the princess will be kidnapped" meaningful loses alot of it's punch when you can pull out everything and the kitchen sink to accomplish it. You then run into once again, making it a 80%-100& resource depletion encounter(which certainly infers a TPK as a consequence of loosing) to give it that punch. Yet if the encounter is a given(once again I estimate a lower than 65% resource depletion) you know what the end mechanical outcome will be majority of the time, thus you know what effect, as far as "story resources" you will achieve from it. There's a lack of risk/reward and in a per-day encounter this type of reward is just as effective at keeping the PC's going. In other words I see nothing that makes per-encounter abilities superior to implementing what you propose here. I find this is the case with almost any game once you've taken the time to familiarize yourself with it and your players...not to mention the fact that an encounter can be adjusted on the fly. I think the fact that there aren't alot of steady resources in the hands of the PC's in D&D promotes longterm thought about consequences and strategy, as well as a sense of risk that is more satisfying than being able to blast/smite/rage every combat. YMMV of course. [/QUOTE]
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