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<blockquote data-quote="Imaro" data-source="post: 3771468" data-attributes="member: 48965"><p>Yes but this reasoning leads us back to the "uninteresting" encounters. Using your above reasoning in the per-day model, even a group of four Goblins can become a "significant" encounter if enough resources are depleted and they are encountered later in the adventure. In the per-encounter model, at a certain point, anything that doesn't challenge the players to use between 70% to 100% of their resources is now a boring encounter(exceopt for the badassitude of killing mooks, which can again be done in the per-day model). Instead of encounters that serve as resource attrition, you now have a range of encounters that serve as litlle more than scenery and will quickly be dispatched by the party(just like your example above).</p><p></p><p>If every encounter is a 70 to 100 percenter then the actual risk of TPK or death rises exponentially as there is a greater liklihood of dying in these encounters. Thus the win or die encounter either becomes the norm(with high rates of party death) or a rarely invoked fight just as in the per-day encounter. In other words the factors for limiting the "interesting" fights aren't solved...the reasoning for it has just been changed.</p><p></p><p>My suggestion is that per-day abilities be structured for all characters to last throughout the day(but allow for attrition in smaller increments until a total day of rest is achieved). Since the spellcastrers are the main culprits of this...I would suggest a spellcraft roll system with fatigue that increases the DC to cast a spell(each spell has it's own DC to cast). This model allows them to keep casting(low spells often/higher less often) with the risk that a particular spell will fail and that at a certain point fatigue will cause them to have to make very high rolls in order to keep going. You then take this model and do the math so that it actually lasts in the 4 to 5 hours of play range(or whatever is the average for a group of players) and make fatigue grow so that after this point it really starts to take it's toll. Allow spellcasters to heal small amounts of fatigue in the every 10 min range(so there is the real chance the PC's might be discovered or attacked for that small boost but not have to stop for a whole day). Thus you've covered the average playing time of a group and have allowed them to keep going but at the risk(instead of certainty) that they're spells become less and less dependable. It keeps the flavor of magic as an unknown and that it must be used responsibly, but allows wizards to keep going if they're willing to risk something for it.</p><p></p><p>It's a litlle rough, but I'm getting ready for work and it's kind of off the cuff.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3771468, member: 48965"] Yes but this reasoning leads us back to the "uninteresting" encounters. Using your above reasoning in the per-day model, even a group of four Goblins can become a "significant" encounter if enough resources are depleted and they are encountered later in the adventure. In the per-encounter model, at a certain point, anything that doesn't challenge the players to use between 70% to 100% of their resources is now a boring encounter(exceopt for the badassitude of killing mooks, which can again be done in the per-day model). Instead of encounters that serve as resource attrition, you now have a range of encounters that serve as litlle more than scenery and will quickly be dispatched by the party(just like your example above). If every encounter is a 70 to 100 percenter then the actual risk of TPK or death rises exponentially as there is a greater liklihood of dying in these encounters. Thus the win or die encounter either becomes the norm(with high rates of party death) or a rarely invoked fight just as in the per-day encounter. In other words the factors for limiting the "interesting" fights aren't solved...the reasoning for it has just been changed. My suggestion is that per-day abilities be structured for all characters to last throughout the day(but allow for attrition in smaller increments until a total day of rest is achieved). Since the spellcastrers are the main culprits of this...I would suggest a spellcraft roll system with fatigue that increases the DC to cast a spell(each spell has it's own DC to cast). This model allows them to keep casting(low spells often/higher less often) with the risk that a particular spell will fail and that at a certain point fatigue will cause them to have to make very high rolls in order to keep going. You then take this model and do the math so that it actually lasts in the 4 to 5 hours of play range(or whatever is the average for a group of players) and make fatigue grow so that after this point it really starts to take it's toll. Allow spellcasters to heal small amounts of fatigue in the every 10 min range(so there is the real chance the PC's might be discovered or attacked for that small boost but not have to stop for a whole day). Thus you've covered the average playing time of a group and have allowed them to keep going but at the risk(instead of certainty) that they're spells become less and less dependable. It keeps the flavor of magic as an unknown and that it must be used responsibly, but allows wizards to keep going if they're willing to risk something for it. It's a litlle rough, but I'm getting ready for work and it's kind of off the cuff. [/QUOTE]
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