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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3766115" data-attributes="member: 710"><p>I couldn't find a good post to quote this question directly to, so I'll have to post without referring to a specific quote:</p><p></p><p>One argument against encounter-based resource management I saw was that it would force each encounter to be a deadly and life-threatening encounter to be of significance at all (at least assuming there are no virgins to be freed from the altar of sacrifice). </p><p>But is this really different from the daily resource management paradigm? </p><p></p><p>Why does a wizard or cleric cast spells in an encounter that is not life-threatening? </p><p>Possible Answers: </p><p>1) He casts them because he wants to do something in the encounter at all?</p><p>2) He casts them because otherwise the encounter would end deadly.</p><p>3) He casts them because the encounter ends quicker.</p><p></p><p>Well, 1) indicates that not casting spells is "unfun" for the player of the wizard or cleric in question. 2) indicates that the encounter was life-threatening, contradicting our assumption. </p><p>3) either indicates 2) (the encounter might become deadly if it lasts longer) or that the spellcaster in question didn't enjoy the encounter where he didn't get to much spellcasting and wanted to put a stop to it.</p><p></p><p>Maybe others find a grave flaw in my argumentation, but if this is true, then essentially, even in the daily resource management paradigmn, encounters are either dangerous or only enjoyable for some players.</p><p></p><p>---</p><p></p><p>It might also be interesting to see how per encounter based resources can still give you the feeling of "resource attrition". If we are assuming the typical dungeon environment, traditionally we have many rooms, several of whom include monsters. Often enough DMs or adventure designers put some restraints on how many monsters are alerted by a fight in a nearby room. </p><p>Let's assume the players are fighting such a fight in a room, and this time, a few adjacent guards are alerted - in a few rounds, they will be there (the players might be unaware of this dynamic). Somewhere during the fight, maybe even shortly after the last monster in the current room has been disabled, but before the "per encounter" resources are replenished, the other monsters arrive. The players might be out of some their per encounter resources - if they used their resources carefully, they can spend them now, finishing the encounter more easily as if they had already spend their resources. </p><p>It is absolutely possible to have the same scenario with the current system. </p><p></p><p>But the aftermath of this encounter is different: </p><p>- In the encounter based resource paradigm, the group can choose to press on and have a reasonable chance to take on a few further encounters. This can be pretty nice if there is some time constraint involved.</p><p>- Int he daily resource paradigm, the group will certainly want to make camp, unless they know that there is not much to do next. If the plot demands it, they will press on, but their survival chances are considerably lower...</p><p></p><p>The second half of this I already addressed in my example where the adventure puts a major encounter in the middle after which the players are still forced to go on. But the resource attrition within the encounter-based scheme is different.</p><p></p><p>Essentially, you can make more dynamic encounters without forcing your PCs to rest after each such dynamic encounter (which would probably destroy the dynamic feel again) as it is today.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3766115, member: 710"] I couldn't find a good post to quote this question directly to, so I'll have to post without referring to a specific quote: One argument against encounter-based resource management I saw was that it would force each encounter to be a deadly and life-threatening encounter to be of significance at all (at least assuming there are no virgins to be freed from the altar of sacrifice). But is this really different from the daily resource management paradigm? Why does a wizard or cleric cast spells in an encounter that is not life-threatening? Possible Answers: 1) He casts them because he wants to do something in the encounter at all? 2) He casts them because otherwise the encounter would end deadly. 3) He casts them because the encounter ends quicker. Well, 1) indicates that not casting spells is "unfun" for the player of the wizard or cleric in question. 2) indicates that the encounter was life-threatening, contradicting our assumption. 3) either indicates 2) (the encounter might become deadly if it lasts longer) or that the spellcaster in question didn't enjoy the encounter where he didn't get to much spellcasting and wanted to put a stop to it. Maybe others find a grave flaw in my argumentation, but if this is true, then essentially, even in the daily resource management paradigmn, encounters are either dangerous or only enjoyable for some players. --- It might also be interesting to see how per encounter based resources can still give you the feeling of "resource attrition". If we are assuming the typical dungeon environment, traditionally we have many rooms, several of whom include monsters. Often enough DMs or adventure designers put some restraints on how many monsters are alerted by a fight in a nearby room. Let's assume the players are fighting such a fight in a room, and this time, a few adjacent guards are alerted - in a few rounds, they will be there (the players might be unaware of this dynamic). Somewhere during the fight, maybe even shortly after the last monster in the current room has been disabled, but before the "per encounter" resources are replenished, the other monsters arrive. The players might be out of some their per encounter resources - if they used their resources carefully, they can spend them now, finishing the encounter more easily as if they had already spend their resources. It is absolutely possible to have the same scenario with the current system. But the aftermath of this encounter is different: - In the encounter based resource paradigm, the group can choose to press on and have a reasonable chance to take on a few further encounters. This can be pretty nice if there is some time constraint involved. - Int he daily resource paradigm, the group will certainly want to make camp, unless they know that there is not much to do next. If the plot demands it, they will press on, but their survival chances are considerably lower... The second half of this I already addressed in my example where the adventure puts a major encounter in the middle after which the players are still forced to go on. But the resource attrition within the encounter-based scheme is different. Essentially, you can make more dynamic encounters without forcing your PCs to rest after each such dynamic encounter (which would probably destroy the dynamic feel again) as it is today. [/QUOTE]
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