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<blockquote data-quote="Imaro" data-source="post: 3766787" data-attributes="member: 48965"><p>To:Jackelope & Hong...</p><p></p><p>The problem with assuming that the 9-9:15 problem will be solved by per-encounter is this...</p><p></p><p>If...</p><p></p><p>A.) If, as has been suggested, I am able to throw more "significant" encounters in terms of in-combat resource expenditure(thus life/death) type of encounters then the average of PC's being killed or even a TPK rises significantly with each encounter(law of averges). The PC's will always be at more risk than a single monster encounter for dying, having more "significant" encounters, as defined above, raises this exponentially. And in fact can end up putting a longer halt on gameplay than a days' rest(no ressurection at lower levels).</p><p></p><p>B.) If I am throwing "insignificant" encounters at them, well first I can do the same in 3e by having monsters with way lower CR's than the characters. But then this leads to(as has been defined by Hong) numerous boring encounters. So what exactly has been accomplished by per-encounter abilities to solve the 9-9:15 problem? It seems like a smokescreen that confuses the issue but results in nothing.</p><p></p><p>C.) In a per-day abilities scenario I can make every encounter significant in the fact that it will affect later competency without making it life/death. I cannot accomplish this with a per-encounter abilities model and thus another problem arises, one of granularity. In the per-encounter model there is no granularity in my encounter design, it is either a live/die encounter where I have built it so that they're in-combat resources are all expected to be used or an insignificant encounter where only per-encounter and at-will abilities should be used. </p><p></p><p>Another problem that arises in the mixed abilities scenario is that with per-day abilities and encounters that use a certain percentage of resources I am better equiped to know what my player's should be capable of facing within a cetain range of error. If I have a 7 encounter dungeon and have 4 encounters that take 10% of their resources, 2 more that take 15% of their resources and then 1 more at 20%, it doesn't matter what order I put them in as they equal out to 90%(10% cushion just in case) of the character's resources being expended. In the mixed abilities scenario my player's could easily think an encounter is the main one, blow their per-day abilities and face almost certain death in the next significant encounter.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3766787, member: 48965"] To:Jackelope & Hong... The problem with assuming that the 9-9:15 problem will be solved by per-encounter is this... If... A.) If, as has been suggested, I am able to throw more "significant" encounters in terms of in-combat resource expenditure(thus life/death) type of encounters then the average of PC's being killed or even a TPK rises significantly with each encounter(law of averges). The PC's will always be at more risk than a single monster encounter for dying, having more "significant" encounters, as defined above, raises this exponentially. And in fact can end up putting a longer halt on gameplay than a days' rest(no ressurection at lower levels). B.) If I am throwing "insignificant" encounters at them, well first I can do the same in 3e by having monsters with way lower CR's than the characters. But then this leads to(as has been defined by Hong) numerous boring encounters. So what exactly has been accomplished by per-encounter abilities to solve the 9-9:15 problem? It seems like a smokescreen that confuses the issue but results in nothing. C.) In a per-day abilities scenario I can make every encounter significant in the fact that it will affect later competency without making it life/death. I cannot accomplish this with a per-encounter abilities model and thus another problem arises, one of granularity. In the per-encounter model there is no granularity in my encounter design, it is either a live/die encounter where I have built it so that they're in-combat resources are all expected to be used or an insignificant encounter where only per-encounter and at-will abilities should be used. Another problem that arises in the mixed abilities scenario is that with per-day abilities and encounters that use a certain percentage of resources I am better equiped to know what my player's should be capable of facing within a cetain range of error. If I have a 7 encounter dungeon and have 4 encounters that take 10% of their resources, 2 more that take 15% of their resources and then 1 more at 20%, it doesn't matter what order I put them in as they equal out to 90%(10% cushion just in case) of the character's resources being expended. In the mixed abilities scenario my player's could easily think an encounter is the main one, blow their per-day abilities and face almost certain death in the next significant encounter. [/QUOTE]
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