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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3767092" data-attributes="member: 710"><p>1) Players might very well have been aware that there are others around that might be alerted by their activities. (</p><p>2) The point was not that the encounter based system can do the "attrition" thing better - but you can do it too, if you really want. </p><p>3) The major point is: If the players get out, they can go on. This might not be what they want to do, but if it fits the plot (time constraints, story reasons) or the player's style, they can go on knowing that they can still fight in a few combats, just not one that is as tough as the last one. </p><p></p><p>I think others have pointed it out:</p><p>There is no guarantee that some players will not decide to still go for the 9:00 to 9:15 adventure day. But the mechanics make it a lot easier to not do that, because if you are still at 80% of your resources, you know there is some kind of "buffer" that will protect you from harm. if you stumble into a encounter to tough for you, you have more time to notice that and can probably retreat before someone is killed. In the current system, if you enter a new room and the monsters in there take 75 % percent of the fighters hitpoints in the first round, he probably has little chance to retreat if the Wizard doesn't have some "control" magic left to shield him from the next attacks or the Clerics can't heal him back to a more "reasonable" amount of hit points.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3767092, member: 710"] 1) Players might very well have been aware that there are others around that might be alerted by their activities. ( 2) The point was not that the encounter based system can do the "attrition" thing better - but you can do it too, if you really want. 3) The major point is: If the players get out, they can go on. This might not be what they want to do, but if it fits the plot (time constraints, story reasons) or the player's style, they can go on knowing that they can still fight in a few combats, just not one that is as tough as the last one. I think others have pointed it out: There is no guarantee that some players will not decide to still go for the 9:00 to 9:15 adventure day. But the mechanics make it a lot easier to not do that, because if you are still at 80% of your resources, you know there is some kind of "buffer" that will protect you from harm. if you stumble into a encounter to tough for you, you have more time to notice that and can probably retreat before someone is killed. In the current system, if you enter a new room and the monsters in there take 75 % percent of the fighters hitpoints in the first round, he probably has little chance to retreat if the Wizard doesn't have some "control" magic left to shield him from the next attacks or the Clerics can't heal him back to a more "reasonable" amount of hit points. [/QUOTE]
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