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<blockquote data-quote="Raven Crowking" data-source="post: 3777819" data-attributes="member: 18280"><p>* The treasure from each encounter includes scrolls, healing potions, etc., that effectively returns the party to status quo after each encounter.</p><p></p><p>* No encounter can generate the threat of long-term resource depletion, without long-term resource depletion being part of the mechanical setup of the game.</p><p></p><p>* If tactical significance can exist without per-day resources, surely encounters can be created that are tactically significant without requiring per-day resourced if they exist.</p><p></p><p></p><p></p><p>* The treasure from the leader fight includes scrolls, healing potions, etc., that effectively returns the party to status quo for mop up.</p><p></p><p></p><p></p><p>* This is an example of poor encounter generation, if anything, that requires resources to exist that either do no inherently exist or are not supplied.</p><p></p><p>All of your examples seem to be nothing more than "What if we want/need one more encounter, and our resources are depleted?" and the answer is almost always, "Design your encounters to include the possibility of gaining those needed resources." This is pretty simple, and has been done by many, many DMs for decades.</p><p></p><p>I don't know about you, but I have no difficulty with tactical excitement, thematic exploration, or enjoyable plot development using a system that involves per-day resource attrition. I have 27 years of experience that tells me, beyond the shadow of a doubt, that per-day resource attrition doesn't get in the way of any of these things, within the hands of an even halfway competent DM.</p><p></p><p>YMMV.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3777819, member: 18280"] * The treasure from each encounter includes scrolls, healing potions, etc., that effectively returns the party to status quo after each encounter. * No encounter can generate the threat of long-term resource depletion, without long-term resource depletion being part of the mechanical setup of the game. * If tactical significance can exist without per-day resources, surely encounters can be created that are tactically significant without requiring per-day resourced if they exist. * The treasure from the leader fight includes scrolls, healing potions, etc., that effectively returns the party to status quo for mop up. * This is an example of poor encounter generation, if anything, that requires resources to exist that either do no inherently exist or are not supplied. All of your examples seem to be nothing more than "What if we want/need one more encounter, and our resources are depleted?" and the answer is almost always, "Design your encounters to include the possibility of gaining those needed resources." This is pretty simple, and has been done by many, many DMs for decades. I don't know about you, but I have no difficulty with tactical excitement, thematic exploration, or enjoyable plot development using a system that involves per-day resource attrition. I have 27 years of experience that tells me, beyond the shadow of a doubt, that per-day resource attrition doesn't get in the way of any of these things, within the hands of an even halfway competent DM. YMMV. RC [/QUOTE]
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