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<blockquote data-quote="gizmo33" data-source="post: 3763302" data-attributes="member: 30001"><p>I find this to be unsubstantiated. I could just as easily say "the key time frame" is something else, provide no actual context for it. The only thing I'll say in defending the idea that the "after battle" time frame is more significant is that it lasts longer, and also is subject to much greater uncertainties.</p><p></p><p></p><p></p><p><em>If</em> it's a tough battle?? I've made this point many times and it keeps getting ignored: it's really ONLY if it's a tough battle. And so really this is just coming down to a response of "well, every combat I'll make sure that my players are agonizing over their per-encounter resource usage" which is the same thing as saying you'll make all your encounters have a significant chance of PC death associated with them (and then maybe fudge it away the first few times). </p><p></p><p>In any case IIRC Imaro is also making the same mistake as RC and I are - he describes it in his experiences with the Star Wars saga system earlier in the thread.</p><p></p><p></p><p></p><p>Me neither, this seems to me to be beside the point that we've been making. Make sure every encounter carries with it a measurable chance of killing one or more of the PCs. Just come out and admit that this is the consequence of the "per-encounter" design and you won't hear much objection from me.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3763302, member: 30001"] I find this to be unsubstantiated. I could just as easily say "the key time frame" is something else, provide no actual context for it. The only thing I'll say in defending the idea that the "after battle" time frame is more significant is that it lasts longer, and also is subject to much greater uncertainties. [i]If[/i] it's a tough battle?? I've made this point many times and it keeps getting ignored: it's really ONLY if it's a tough battle. And so really this is just coming down to a response of "well, every combat I'll make sure that my players are agonizing over their per-encounter resource usage" which is the same thing as saying you'll make all your encounters have a significant chance of PC death associated with them (and then maybe fudge it away the first few times). In any case IIRC Imaro is also making the same mistake as RC and I are - he describes it in his experiences with the Star Wars saga system earlier in the thread. Me neither, this seems to me to be beside the point that we've been making. Make sure every encounter carries with it a measurable chance of killing one or more of the PCs. Just come out and admit that this is the consequence of the "per-encounter" design and you won't hear much objection from me. [/QUOTE]
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