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<blockquote data-quote="Jackelope King" data-source="post: 3774063" data-attributes="member: 31454"><p>Overall, the question of whether per-encounter resources are at least as good as if not better than per-day resources for a D&D game.</p><p></p><p></p><p>My thanks for the clarification.</p><p></p><p>I believe that my earlier point that there is a difference between being "out of resources" and "being tired" is important here, since classic fantasy and adventure fiction heroes generally tend to rest because of fatigue or injuries, not because they've run out of a finite, personal resource. In that regard, I feel that it's not a good fit for most fiction that D&D is based upon. Rather, I feel that this per-day system imposes artificial restrictions on what the DM and the group can accomplish in a day in a way that simply isn't found in the genres the game attempts to emulate, and the system which the designers describe is a good compromise that still allows for resource management (admittedly focused on each individual encounter, which in my mind is good to make each encounter more significant and exciting) while minimizing the need to rest due to artificial restrictions and disrupt the pace of the game.</p><p></p><p>This is how the per-day resource system impacts upon my style of gameplay, where when the PCs rest, the world carries on. We can summarize the whole thing by saying, "You rest for eight hours," which takes a second, but the rest of the world doesn't stop when the PCs do. I guess I'm more of a simmulationist than a gamist in terms of modeling a world that reacts realistically to the actions of the PCs.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3774063, member: 31454"] Overall, the question of whether per-encounter resources are at least as good as if not better than per-day resources for a D&D game. My thanks for the clarification. I believe that my earlier point that there is a difference between being "out of resources" and "being tired" is important here, since classic fantasy and adventure fiction heroes generally tend to rest because of fatigue or injuries, not because they've run out of a finite, personal resource. In that regard, I feel that it's not a good fit for most fiction that D&D is based upon. Rather, I feel that this per-day system imposes artificial restrictions on what the DM and the group can accomplish in a day in a way that simply isn't found in the genres the game attempts to emulate, and the system which the designers describe is a good compromise that still allows for resource management (admittedly focused on each individual encounter, which in my mind is good to make each encounter more significant and exciting) while minimizing the need to rest due to artificial restrictions and disrupt the pace of the game. This is how the per-day resource system impacts upon my style of gameplay, where when the PCs rest, the world carries on. We can summarize the whole thing by saying, "You rest for eight hours," which takes a second, but the rest of the world doesn't stop when the PCs do. I guess I'm more of a simmulationist than a gamist in terms of modeling a world that reacts realistically to the actions of the PCs. [/QUOTE]
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