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<blockquote data-quote="Raven Crowking" data-source="post: 3785247" data-attributes="member: 18280"><p>Absolutely agree.</p><p></p><p>But I also would say that</p><p></p><p style="margin-left: 20px">A game rewards players who know how to tip the scales towards their characters by limiting themselves to the smallest number of encounters in a row possible, so that they can approach each encounter at full-power. So long as there is a goodie bag intended to last all day, a crafty player will use the bag as if there's only one encounter and then go rest and recover right away. So rather than use that goodie bag that was meant to be spread out over a day's worth of encounters, the character uses all the best stuff in the first one, goes off to rest, and then repeats later.</p><p></p><p>On the other hand, if the designers make it so that goodie bag is good for every encounter, the character can "go nova" in each encounter because he can reset after every encounter. However, you are correct in saying that the character can't abuse the system anymore because it can be balanced to assume that the characters always go in with nova tactics. This is why the mechanical threshold of significance is reduced; where previously it might have included any encounter that could affect the PC's resources, now it is only the narrow range that is challenging when the PCs go nova.</p><p></p><p>Of course, what 4e promises is a combination of these two systems. It will still be true that there is a "goodie bag" meant to be spread over one day's encounters, so the problem created by that type of resource managment will still exist.</p><p></p><p>This will definitely lead some to balance their encounters to assume that the characters always go in with nova tactics, using both the per-day and the per-encounter goodie bags. This reduces the mechanical threshold of significance even more; where previously it might have included any encounter that could affect the PC's per-encounter resources, now it is only the narrow range that is challenging when the PCs go nova with both per-encounter and per-day resources.</p><p></p><p>The only thing that prevents going nova with all resources is some form of risk or cost associated with doing so.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3785247, member: 18280"] Absolutely agree. But I also would say that [indent]A game rewards players who know how to tip the scales towards their characters by limiting themselves to the smallest number of encounters in a row possible, so that they can approach each encounter at full-power. So long as there is a goodie bag intended to last all day, a crafty player will use the bag as if there's only one encounter and then go rest and recover right away. So rather than use that goodie bag that was meant to be spread out over a day's worth of encounters, the character uses all the best stuff in the first one, goes off to rest, and then repeats later.[/indent] On the other hand, if the designers make it so that goodie bag is good for every encounter, the character can "go nova" in each encounter because he can reset after every encounter. However, you are correct in saying that the character can't abuse the system anymore because it can be balanced to assume that the characters always go in with nova tactics. This is why the mechanical threshold of significance is reduced; where previously it might have included any encounter that could affect the PC's resources, now it is only the narrow range that is challenging when the PCs go nova. Of course, what 4e promises is a combination of these two systems. It will still be true that there is a "goodie bag" meant to be spread over one day's encounters, so the problem created by that type of resource managment will still exist. This will definitely lead some to balance their encounters to assume that the characters always go in with nova tactics, using both the per-day and the per-encounter goodie bags. This reduces the mechanical threshold of significance even more; where previously it might have included any encounter that could affect the PC's per-encounter resources, now it is only the narrow range that is challenging when the PCs go nova with both per-encounter and per-day resources. The only thing that prevents going nova with all resources is some form of risk or cost associated with doing so. RC [/QUOTE]
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