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<blockquote data-quote="Majoru Oakheart" data-source="post: 3763750" data-attributes="member: 5143"><p>It ISN'T a "story-teller" game. Storytelling implies that most of the emphasis is on the story. In D&D, most of the emphasis is on combat.</p><p></p><p>However, there IS story in D&D. The average story I've seen in a D&D game is: "The kidnapped woman will be sacrificed by the cultists! You must save her before she dies" or "This man has been accused of murder, but we don't think he did it, if you don't find proof that someone else did it by morning, he'll be executed" or "The book we need is in that burning building filled with evil people who also want it. We have to go in and defeat them and get the book" or "Find out what the enemy has planned before they attack in 3 days".</p><p></p><p>There's OFTEN a time limit of some time that you're working under. Sometimes there isn't. However, there is almost always a consequence of spending extra time("If we leave the dungeon and come back tomorrow when we're at full resources, they'll have time to bring in new guards and reset all the traps and we'll have to fight a couple of battles again just to get to the same spot in the dungeon we did today").</p><p></p><p>This is what he is referring to when he says that resting to recover resources interferes with the plot.</p><p></p><p>As for the rest. He figures out what is fun and what is unfun the same way the rest of us do...but doing things and then seeing how he feels about them. I don't know anyone who plays D&D who would tell you that running out of spells is FUN. Some people will accept it as part of the game, but I doubt anyone I know would say "You know what's REALLY cool? When you run out of spells and you know the next enemy you come across will kill you and you have no way to stop it, since you have no healing available."</p><p></p><p>I know *I* assume everyone feels this way because...I don't know anyone in real life who doesn't.</p><p></p><p></p><p>Resource management isn't unfun. However, running OUT of resources IS. That's the crux of the problem. It's cool to have to decide if you are going to cast your fireball against these creatures or save it for later or should you cast your haste now or save it for later, as a lot of people have said.</p><p></p><p>However, the unfun part of it is when you have no resources at all and are forced to either risk certain death(or at least certain uselessness while the rest of the group has fun) or turn around and possibly run into the time limit problem I described above.</p><p></p><p>It's cool when you are deciding between your haste and your fireball this round. It's unfun when you're deciding between your crossbow and delaying this round.</p><p></p><p>So, the only solution that keeps the fun part(the resource management) while eliminating the bad(actually running out) is to give you a number of abilities that you can use per day and have to manage while making it so that even when you are completely out of resources, you can still have fun.</p><p></p><p>Plus, you add micro "resource management" in the per encounter format. This way you have the fun of managing resources ("If I use my once per encounter heal now, and the enemy hits even harder next round, I can't do it again.") without the unfun of having to worry about the time limit("If I cast my heal now and we fight 2 more encounters in this castle, we likely won't save the princess"). To me this sounds like the best of both worlds.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3763750, member: 5143"] It ISN'T a "story-teller" game. Storytelling implies that most of the emphasis is on the story. In D&D, most of the emphasis is on combat. However, there IS story in D&D. The average story I've seen in a D&D game is: "The kidnapped woman will be sacrificed by the cultists! You must save her before she dies" or "This man has been accused of murder, but we don't think he did it, if you don't find proof that someone else did it by morning, he'll be executed" or "The book we need is in that burning building filled with evil people who also want it. We have to go in and defeat them and get the book" or "Find out what the enemy has planned before they attack in 3 days". There's OFTEN a time limit of some time that you're working under. Sometimes there isn't. However, there is almost always a consequence of spending extra time("If we leave the dungeon and come back tomorrow when we're at full resources, they'll have time to bring in new guards and reset all the traps and we'll have to fight a couple of battles again just to get to the same spot in the dungeon we did today"). This is what he is referring to when he says that resting to recover resources interferes with the plot. As for the rest. He figures out what is fun and what is unfun the same way the rest of us do...but doing things and then seeing how he feels about them. I don't know anyone who plays D&D who would tell you that running out of spells is FUN. Some people will accept it as part of the game, but I doubt anyone I know would say "You know what's REALLY cool? When you run out of spells and you know the next enemy you come across will kill you and you have no way to stop it, since you have no healing available." I know *I* assume everyone feels this way because...I don't know anyone in real life who doesn't. Resource management isn't unfun. However, running OUT of resources IS. That's the crux of the problem. It's cool to have to decide if you are going to cast your fireball against these creatures or save it for later or should you cast your haste now or save it for later, as a lot of people have said. However, the unfun part of it is when you have no resources at all and are forced to either risk certain death(or at least certain uselessness while the rest of the group has fun) or turn around and possibly run into the time limit problem I described above. It's cool when you are deciding between your haste and your fireball this round. It's unfun when you're deciding between your crossbow and delaying this round. So, the only solution that keeps the fun part(the resource management) while eliminating the bad(actually running out) is to give you a number of abilities that you can use per day and have to manage while making it so that even when you are completely out of resources, you can still have fun. Plus, you add micro "resource management" in the per encounter format. This way you have the fun of managing resources ("If I use my once per encounter heal now, and the enemy hits even harder next round, I can't do it again.") without the unfun of having to worry about the time limit("If I cast my heal now and we fight 2 more encounters in this castle, we likely won't save the princess"). To me this sounds like the best of both worlds. [/QUOTE]
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