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<blockquote data-quote="Jackelope King" data-source="post: 3792771" data-attributes="member: 31454"><p>And to yourself and RC, anything which doesn't reset within the framework of 1 day or more isn't a resource. Certainly the tactical consideration of when to use a limited resource is interesting, but I thought I was very clear in this example that the archer only has a limited number of aim tokens at any given time, which he can build up or spend depending on his actions.</p><p></p><p></p><p>And a per-day resource system includes arbitrary restrictions on how many encounters you can have, creating disparity in power level between casters and non-casters. I'd much rather have a per-encounter system and lose the fun of daily resource management than have a per-day system and be forced to tread carefully so as to keep all the classes balanced. I also question whether the same level of tactical decision is still there, since there's less of a pressing need to manage your fireballs if you have four of them in your pocket versus if you only have a single one available to you in any given encounter. I've yet to see a valid counerargument against this.</p><p></p><p></p><p>Actually, I thought I was pretty clear that in this particular example, the enemy was actually running away, and the decision became one of "take him down before he gets away".</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3792771, member: 31454"] And to yourself and RC, anything which doesn't reset within the framework of 1 day or more isn't a resource. Certainly the tactical consideration of when to use a limited resource is interesting, but I thought I was very clear in this example that the archer only has a limited number of aim tokens at any given time, which he can build up or spend depending on his actions. And a per-day resource system includes arbitrary restrictions on how many encounters you can have, creating disparity in power level between casters and non-casters. I'd much rather have a per-encounter system and lose the fun of daily resource management than have a per-day system and be forced to tread carefully so as to keep all the classes balanced. I also question whether the same level of tactical decision is still there, since there's less of a pressing need to manage your fireballs if you have four of them in your pocket versus if you only have a single one available to you in any given encounter. I've yet to see a valid counerargument against this. Actually, I thought I was pretty clear that in this particular example, the enemy was actually running away, and the decision became one of "take him down before he gets away". [/QUOTE]
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