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<blockquote data-quote="Jackelope King" data-source="post: 3785321" data-attributes="member: 31454"><p>Actually, the only thing that prevents a player from "going nova" is to partition resources in such a way that players don't have access to them "earlier" than they should, so you can't go nova in encounter 1 by stealing resources that the designers assumed wouldn't be spent until encounters 2, 3, and 4.</p><p></p><p>You confusion seems to stem from using the term "nova" incorrectly. "Going nova" was unbalanced because it meant using several encounters worth of resources to win. If resources aren't structured that way, then going nova is impossible. It means to burn resources that the designers assumed you'd use later in the day earlier than expected, and thus being more effective.</p><p></p><p>You are still failing to see that your definition of "mechanical threshold of significance" is faulty. The one I presented above shows that there are still significant thresholds of significance in what I described when you look at the encounter itself and the risks and challenges faced in any given encounter. Your definition makes the expenditure in and for given encounter irrelevant, and only looks at the net sum of the affects of multiple encounters on resources.</p><p></p><p>As I described in post #1070, you continue to overlook and define away the <em>only</em> mechanical threshold of significance that a designer can realistically assume. It's folly to design a resource system where the design assumes the long term that might not even happen to the detriment of the definite that is already happening.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3785321, member: 31454"] Actually, the only thing that prevents a player from "going nova" is to partition resources in such a way that players don't have access to them "earlier" than they should, so you can't go nova in encounter 1 by stealing resources that the designers assumed wouldn't be spent until encounters 2, 3, and 4. You confusion seems to stem from using the term "nova" incorrectly. "Going nova" was unbalanced because it meant using several encounters worth of resources to win. If resources aren't structured that way, then going nova is impossible. It means to burn resources that the designers assumed you'd use later in the day earlier than expected, and thus being more effective. You are still failing to see that your definition of "mechanical threshold of significance" is faulty. The one I presented above shows that there are still significant thresholds of significance in what I described when you look at the encounter itself and the risks and challenges faced in any given encounter. Your definition makes the expenditure in and for given encounter irrelevant, and only looks at the net sum of the affects of multiple encounters on resources. As I described in post #1070, you continue to overlook and define away the [i]only[/i] mechanical threshold of significance that a designer can realistically assume. It's folly to design a resource system where the design assumes the long term that might not even happen to the detriment of the definite that is already happening. [/QUOTE]
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