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<blockquote data-quote="pemerton" data-source="post: 3797572" data-attributes="member: 42582"><p>I have given my analysis of the problem, including its causes, plus various solutions based on various mixes of resource-types, in post <a href="http://www.enworld.org/showpost.php?p=3793426&postcount=1118" target="_blank">#1118</a>. So far you haven't responded.</p><p></p><p></p><p>This is too pessimistic, because agreement on the cause of the problem is unlikely. For example, you appear to think that it is a result of rational play in the absence of constraints on resting like wandering monsters, whereas I agree with Patryn of Elvenshae (and I think with the 4e designers) that it is primarily a result of players of wizards wanting to do things, and having nothing to do but have their PCs go nova. In the absence of a detailed survey of player preferences and corresponding playstyles (which I assume WoTC has, and is taking account of in its design of 4e), it will be hard to reach agreement on this matter.</p><p></p><p>What I think can be done is to determine what set of solutions is likely to work for a given set of posited causes of the problem. That is what I have tried to do.</p><p></p><p></p><p>Thanks. And you may be right that I'm being optimistic. In a <a href="http://www.enworld.org/showpost.php?p=3795455&postcount=1156" target="_blank">reply to Gizmo33</a> (and also <a href="http://www.enworld.org/showpost.php?p=3763438&postcount=602" target="_blank">here</a>, though with a slightly different foucs), and in some much earlier posts in reply to RC (<a href="http://www.enworld.org/showpost.php?p=3761727&postcount=572" target="_blank">#572</a> and <a href="http://www.enworld.org/showpost.php?p=3768199&postcount=828" target="_blank">#828</a>), I agreed that if non-mechanical thresholds of signifance are not present in play, then the introduction of per-encounter resources may not solve the problem of the 15 minute day, because players will have no reason to conserve per-day resources, no reason not to rest if those resources are used, and may not have the context that helps make the playing out of mechanically challenging, but non-win/lose encounters, a worthwhile game pursuit.</p><p></p><p>I say "may", because a certain proportion of game players get pleasure simply from playing the game well, even if there is nothing else (theme, plot, PC survival, resource conservation) at stake in the encounter. But I don't know what proportion of D&D players this is true of.</p><p></p><p>That was actually Jackelope King's example, and the game is Iron Heroes, designed by Mike Mearls, who is now one of those working on 4e.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3797572, member: 42582"] I have given my analysis of the problem, including its causes, plus various solutions based on various mixes of resource-types, in post [url=http://www.enworld.org/showpost.php?p=3793426&postcount=1118]#1118[/url]. So far you haven't responded. This is too pessimistic, because agreement on the cause of the problem is unlikely. For example, you appear to think that it is a result of rational play in the absence of constraints on resting like wandering monsters, whereas I agree with Patryn of Elvenshae (and I think with the 4e designers) that it is primarily a result of players of wizards wanting to do things, and having nothing to do but have their PCs go nova. In the absence of a detailed survey of player preferences and corresponding playstyles (which I assume WoTC has, and is taking account of in its design of 4e), it will be hard to reach agreement on this matter. What I think can be done is to determine what set of solutions is likely to work for a given set of posited causes of the problem. That is what I have tried to do. Thanks. And you may be right that I'm being optimistic. In a [url=http://www.enworld.org/showpost.php?p=3795455&postcount=1156]reply to Gizmo33[/url] (and also [url=http://www.enworld.org/showpost.php?p=3763438&postcount=602]here[/url], though with a slightly different foucs), and in some much earlier posts in reply to RC ([url=http://www.enworld.org/showpost.php?p=3761727&postcount=572]#572[/url] and [url=http://www.enworld.org/showpost.php?p=3768199&postcount=828]#828[/url]), I agreed that if non-mechanical thresholds of signifance are not present in play, then the introduction of per-encounter resources may not solve the problem of the 15 minute day, because players will have no reason to conserve per-day resources, no reason not to rest if those resources are used, and may not have the context that helps make the playing out of mechanically challenging, but non-win/lose encounters, a worthwhile game pursuit. I say "may", because a certain proportion of game players get pleasure simply from playing the game well, even if there is nothing else (theme, plot, PC survival, resource conservation) at stake in the encounter. But I don't know what proportion of D&D players this is true of. That was actually Jackelope King's example, and the game is Iron Heroes, designed by Mike Mearls, who is now one of those working on 4e. [/QUOTE]
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