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<blockquote data-quote="Majoru Oakheart" data-source="post: 3763767" data-attributes="member: 5143"><p>You make a good point. What IS the consequence of making "the encounter" the key time frame in a D&D game?</p><p></p><p>Let's assume no per day abilities at all and assume ALL resources can be recovered at the end of each encounter(which isn't true of 4th Ed, but let's assume for a second):</p><p></p><p>-The players would go out with ALL their abilities in every round instead of holding back</p><p>-The players would not be afraid of anything that doesn't have the chance of killing them</p><p>-The players don't have to worry about bad luck making them run into a "time limit" of the plot somewhere</p><p>-The players have something cool to do EVERY round of every combat</p><p>-The players can fight as many fights per day as they want</p><p></p><p>Now how many of these are good things and how many of them are bad things I suppose is up to the individual. The only bad things I see i this whole list might be not being afraid of anything that doesn't kill them and being able to go ALL out.</p><p></p><p>However, both of those things as solved by introducing a couple of per day abilities which solves the two problems without removing the benefits. The sticking point seems to be the "fight as many fights per day as they want" point. Which is good IMO, but might not be in others.</p><p></p><p></p><p>I agree...the perception of risk is changed somewhat when you implement these. However, in my experience, the perception of risk when these are involved is:</p><p></p><p>"We can defeat most enemies we come across since we are powerful adventurers. However, rarely we run into something that we wouldn't be able to handle if we didn't have the ability to press the emergency button. If we DO run into one of those things, we have the ability to survive them...but only a limited number of times, so we have to be careful not to get in over our heads."</p><p></p><p>This is almost precisely the level of risk I'd like to have in my games...no actual deaths, just the perception that "if we make a mistake enough times, we MIGHT die...and we don't want that to happen."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3763767, member: 5143"] You make a good point. What IS the consequence of making "the encounter" the key time frame in a D&D game? Let's assume no per day abilities at all and assume ALL resources can be recovered at the end of each encounter(which isn't true of 4th Ed, but let's assume for a second): -The players would go out with ALL their abilities in every round instead of holding back -The players would not be afraid of anything that doesn't have the chance of killing them -The players don't have to worry about bad luck making them run into a "time limit" of the plot somewhere -The players have something cool to do EVERY round of every combat -The players can fight as many fights per day as they want Now how many of these are good things and how many of them are bad things I suppose is up to the individual. The only bad things I see i this whole list might be not being afraid of anything that doesn't kill them and being able to go ALL out. However, both of those things as solved by introducing a couple of per day abilities which solves the two problems without removing the benefits. The sticking point seems to be the "fight as many fights per day as they want" point. Which is good IMO, but might not be in others. I agree...the perception of risk is changed somewhat when you implement these. However, in my experience, the perception of risk when these are involved is: "We can defeat most enemies we come across since we are powerful adventurers. However, rarely we run into something that we wouldn't be able to handle if we didn't have the ability to press the emergency button. If we DO run into one of those things, we have the ability to survive them...but only a limited number of times, so we have to be careful not to get in over our heads." This is almost precisely the level of risk I'd like to have in my games...no actual deaths, just the perception that "if we make a mistake enough times, we MIGHT die...and we don't want that to happen." [/QUOTE]
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