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<blockquote data-quote="Raven Crowking" data-source="post: 3785587" data-attributes="member: 18280"><p>Well, here we differ philosophically, because I believe that the designers have no business deciding what resources the players use in each encounter, out of the resources available. I am of the opinion that is is for the DM/designers to offer meaningful choices, which are meaningful because they have both context and consequence, and that is for the players to then make decisions on that basis. I am therefore against anything that removes either context or consequence as a matter of principle.</p><p></p><p>In any event, though, I have already agreed that a full per-encounter system eliminates the short adventuring day problem, so long ago that I'm shocked that this is still somehow "evidence" against by general position.</p><p></p><p></p><p></p><p>You seem to think that going "nova" is anything short of using up all or most of your significant resources within a given encounter. Going "nova" isn't generally a problem within a strictly per-encounter system, as I said in the post you are responding to, the portion of which (apparently) you missed, so that while going "nova" is possible the reset is so short that the subsequent burn-out is generally not important.</p><p></p><p>If you truly believe that going nova is impossible in such a game, however, I challenge you to extend an encounter in such a system <em>after</em> the PCs have burned through their resources by throwing more mechanically significant opponents at them. If they don't complain, don't call it unfair, and don't feel nova-burn, then you'll have made your point.</p><p></p><p></p><p></p><p>You are still failing to demonstrate that it is so, or that you have understood my arguments to this point. Again, this may be my fault. However, as what is now occurring is a monumental waste of both of our times, let us simply agree to disagree until a year after the three core 4e books have released, and then we can examine whether or not the 9-9:15 adventuring day problem still exists.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3785587, member: 18280"] Well, here we differ philosophically, because I believe that the designers have no business deciding what resources the players use in each encounter, out of the resources available. I am of the opinion that is is for the DM/designers to offer meaningful choices, which are meaningful because they have both context and consequence, and that is for the players to then make decisions on that basis. I am therefore against anything that removes either context or consequence as a matter of principle. In any event, though, I have already agreed that a full per-encounter system eliminates the short adventuring day problem, so long ago that I'm shocked that this is still somehow "evidence" against by general position. You seem to think that going "nova" is anything short of using up all or most of your significant resources within a given encounter. Going "nova" isn't generally a problem within a strictly per-encounter system, as I said in the post you are responding to, the portion of which (apparently) you missed, so that while going "nova" is possible the reset is so short that the subsequent burn-out is generally not important. If you truly believe that going nova is impossible in such a game, however, I challenge you to extend an encounter in such a system [i]after[/i] the PCs have burned through their resources by throwing more mechanically significant opponents at them. If they don't complain, don't call it unfair, and don't feel nova-burn, then you'll have made your point. You are still failing to demonstrate that it is so, or that you have understood my arguments to this point. Again, this may be my fault. However, as what is now occurring is a monumental waste of both of our times, let us simply agree to disagree until a year after the three core 4e books have released, and then we can examine whether or not the 9-9:15 adventuring day problem still exists. RC [/QUOTE]
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