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<blockquote data-quote="gizmo33" data-source="post: 3792825" data-attributes="member: 30001"><p>Yes, but if fear of death is not a significant part of the encounter than the expenditure of the tokens are meaningless. Consider - we wouldn't have as much to debate if you would agree that a per-encounter paradigm shifts the DMs encounter design focus to make sure that each encounter carries with it a measurable chance of PC death.</p><p></p><p></p><p></p><p>Calling it 'arbitrary' here is unwarranted/misleading it seems. PCs have an arbitrary restriction on the speed at which they can move, for example.</p><p></p><p></p><p></p><p>That disparity is not created by the existence of daily resources, but instead a disparity in the amount and power of the resources.</p><p></p><p></p><p></p><p>I agree with your goal. I just think that the per-day situation doesn't create this. It's like saying that one character class gets d2 for hitpoints and the other gets d100 for hitpoints, but the problem is the hitpoint mechanic. The problem is actually class design.</p><p></p><p></p><p></p><p>Convincing and valid are two different things. Counterargument against what? Against the fact that if you have 4 fireballs, and you use one, that you have 3 left? I will concede that basic arithmetic agrees with you here. However, your other assumptions and your conclusion are not stated so there's nothing to argue with. Suggest that having 3 fireballs left instead of 4 is an insignificant situation in a per-day paradigm, for example, and you've got a tougher case to establish IMO.</p><p></p><p></p><p></p><p>Oh, ok, I missed that. Your example is one of a class of "ticking timebomb" type situations. Your facing a kobold, who is not himself a significant threat but he has his finger on a button that can blow up the world. Or whatever.</p><p></p><p>These situations exist in both per-day and per-encounter. What I don't see is how a per-encounter situation enhances this, or makes it exclusive. Even with per-day resources I'm still choosing from those resources the tactically optimal way of keeping the bandits from running for help. There's no real fundemental difference in the decision at that level.</p><p></p><p>The "per-day" resource situation though, carries with it the additional consideration of the fact that if I use a fireball against the fleeing bandits in order to keep them from raising an alarm, that I won't have it later. It's possible that it might actually make sense to let the bandits escape because saving the fireball and using it against bandits+BBEG might make more sense. In the per-encounter resource none of that matters - you blast away with whatever your tactically best option is and there are no consequences outside of making a wrong tactical decision (as you would in 3E as well).</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3792825, member: 30001"] Yes, but if fear of death is not a significant part of the encounter than the expenditure of the tokens are meaningless. Consider - we wouldn't have as much to debate if you would agree that a per-encounter paradigm shifts the DMs encounter design focus to make sure that each encounter carries with it a measurable chance of PC death. Calling it 'arbitrary' here is unwarranted/misleading it seems. PCs have an arbitrary restriction on the speed at which they can move, for example. That disparity is not created by the existence of daily resources, but instead a disparity in the amount and power of the resources. I agree with your goal. I just think that the per-day situation doesn't create this. It's like saying that one character class gets d2 for hitpoints and the other gets d100 for hitpoints, but the problem is the hitpoint mechanic. The problem is actually class design. Convincing and valid are two different things. Counterargument against what? Against the fact that if you have 4 fireballs, and you use one, that you have 3 left? I will concede that basic arithmetic agrees with you here. However, your other assumptions and your conclusion are not stated so there's nothing to argue with. Suggest that having 3 fireballs left instead of 4 is an insignificant situation in a per-day paradigm, for example, and you've got a tougher case to establish IMO. Oh, ok, I missed that. Your example is one of a class of "ticking timebomb" type situations. Your facing a kobold, who is not himself a significant threat but he has his finger on a button that can blow up the world. Or whatever. These situations exist in both per-day and per-encounter. What I don't see is how a per-encounter situation enhances this, or makes it exclusive. Even with per-day resources I'm still choosing from those resources the tactically optimal way of keeping the bandits from running for help. There's no real fundemental difference in the decision at that level. The "per-day" resource situation though, carries with it the additional consideration of the fact that if I use a fireball against the fleeing bandits in order to keep them from raising an alarm, that I won't have it later. It's possible that it might actually make sense to let the bandits escape because saving the fireball and using it against bandits+BBEG might make more sense. In the per-encounter resource none of that matters - you blast away with whatever your tactically best option is and there are no consequences outside of making a wrong tactical decision (as you would in 3E as well). [/QUOTE]
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