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<blockquote data-quote="Jackelope King" data-source="post: 3796515" data-attributes="member: 31454"><p>Briefly, from a mechanical point of view, it's always desireable to enter an encounter with your full allotment of resources, but it's acceptable to enter an encounter with a merely sufficient allotment of resources (i.e., if an encounter can be bested with only 10% of your resources, then it's acceptable to enter that encounter with at least 10% of your resource allotment).</p><p></p><p>From a conceptual point of view, it goes against just about every fantasy genre for the heroes to rest while fully energized early in the morning for the sole reason of reseting their daily resources. If magic actually fatigued a caster, or if the party was legitimately at low health, then this is more acceptable, but when the sole reason for resting is to let the unscathed and energized party marshal its handful of expended daily resources, it absolutely shatters suspension of disbelief. This is a playstyle difference, I realize, but the fantasy genres that I look to emulate when I play D&D simply don't have this element. As was said many pages back, yes, they do have magical fatigue which must be slept off, but since expenditure of resources does not cause fatigue (except in rare cases, like the barbarian), then this element clashes with my view of what D&D should be trying to emulate.</p><p></p><p>Since fewer encounters under the proposed system will consume resources which can be triggered to replenish by sleeping, there will be less of a mechanical advantage to be gained from resting early and often. If the game is successful in making the encounters themselves more interesting (whether through increased tactical options, more cinematic gameplay, or through other means), much in the way that games such as <em>Iron Heroes</em> did with Maneuvers, Stunts and Zones, then each individual encounter will be more fulfilling without encouraging the party to break and rest to the detriment of the versimilitude of the game. In my mind, this increased focus on making individual combats more fulfilling coupled with a system which does not encourage genre-breaking actions is an acceptable trade-off for the resource management which has been present in other editions of D&D.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3796515, member: 31454"] Briefly, from a mechanical point of view, it's always desireable to enter an encounter with your full allotment of resources, but it's acceptable to enter an encounter with a merely sufficient allotment of resources (i.e., if an encounter can be bested with only 10% of your resources, then it's acceptable to enter that encounter with at least 10% of your resource allotment). From a conceptual point of view, it goes against just about every fantasy genre for the heroes to rest while fully energized early in the morning for the sole reason of reseting their daily resources. If magic actually fatigued a caster, or if the party was legitimately at low health, then this is more acceptable, but when the sole reason for resting is to let the unscathed and energized party marshal its handful of expended daily resources, it absolutely shatters suspension of disbelief. This is a playstyle difference, I realize, but the fantasy genres that I look to emulate when I play D&D simply don't have this element. As was said many pages back, yes, they do have magical fatigue which must be slept off, but since expenditure of resources does not cause fatigue (except in rare cases, like the barbarian), then this element clashes with my view of what D&D should be trying to emulate. Since fewer encounters under the proposed system will consume resources which can be triggered to replenish by sleeping, there will be less of a mechanical advantage to be gained from resting early and often. If the game is successful in making the encounters themselves more interesting (whether through increased tactical options, more cinematic gameplay, or through other means), much in the way that games such as [i]Iron Heroes[/i] did with Maneuvers, Stunts and Zones, then each individual encounter will be more fulfilling without encouraging the party to break and rest to the detriment of the versimilitude of the game. In my mind, this increased focus on making individual combats more fulfilling coupled with a system which does not encourage genre-breaking actions is an acceptable trade-off for the resource management which has been present in other editions of D&D. [/QUOTE]
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