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<blockquote data-quote="gizmo33" data-source="post: 3798863" data-attributes="member: 30001"><p>I've already been over this several times in this thread. I realize you are late to the party so I'll try an abbreviated version of my earlier arguments.</p><p></p><p></p><p></p><p>Some of these options already exist in the per-day scenario. Some of these options are too overly contrived to rely on. "Using a magic item you wanted for yourself" - must not be a per encounter resource, because then who cares if the enemy uses it? Alerting other enemies? Who cares about that unless those other enemies can kill you in which case you're back to the original situation of kill-or-be-killed. A spell that you are relying on is the one that was keeping you alive - again this is another case of a potentially deadly encounter. So death is on the line in two of these examples, although you stopped short of following the logic in that case to it's conclusion.</p><p></p><p></p><p></p><p>Ironic, considering that death was the possible repercussion in several of your above examples, so we all could stand to think about this, it seems. Furthermore there's a tiny window of time where any of the encounter choices has any significance. Go ahead and raise an alarm for example - if the help takes more than a minute to arrive the PCs are just going to have all of their powers back anyway and whatever they face is no difference than had they faced it on their own schedule. </p><p></p><p>Finally, it's a matter of DMing style but I'm not so manipulative or heavy handed that I can guarrantee that some of these more "delicate" situations will survive contact with the PCs. The "ticking timebomb" scenario is an example of that - while it makes for an interesting hypothetical on a messageboard, a realistic situation in a world of over-land travel that's going to have an impact on a game of 6-second melee rounds and 1-minute recovery times is hard to imagine no matter how much you think I should think about it.</p><p> </p><p></p><p></p><p>No one is going to raise an alarm if I take 10 more points of damage in a given encounter and fail to otherwise. So I don't see how your examples support your statement here. In fact, it's hard for me to see how many of these examples are the result of actual playing rather than a sort of quick arm-chair analysis. Are these examples really taken from your actual games?</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3798863, member: 30001"] I've already been over this several times in this thread. I realize you are late to the party so I'll try an abbreviated version of my earlier arguments. Some of these options already exist in the per-day scenario. Some of these options are too overly contrived to rely on. "Using a magic item you wanted for yourself" - must not be a per encounter resource, because then who cares if the enemy uses it? Alerting other enemies? Who cares about that unless those other enemies can kill you in which case you're back to the original situation of kill-or-be-killed. A spell that you are relying on is the one that was keeping you alive - again this is another case of a potentially deadly encounter. So death is on the line in two of these examples, although you stopped short of following the logic in that case to it's conclusion. Ironic, considering that death was the possible repercussion in several of your above examples, so we all could stand to think about this, it seems. Furthermore there's a tiny window of time where any of the encounter choices has any significance. Go ahead and raise an alarm for example - if the help takes more than a minute to arrive the PCs are just going to have all of their powers back anyway and whatever they face is no difference than had they faced it on their own schedule. Finally, it's a matter of DMing style but I'm not so manipulative or heavy handed that I can guarrantee that some of these more "delicate" situations will survive contact with the PCs. The "ticking timebomb" scenario is an example of that - while it makes for an interesting hypothetical on a messageboard, a realistic situation in a world of over-land travel that's going to have an impact on a game of 6-second melee rounds and 1-minute recovery times is hard to imagine no matter how much you think I should think about it. No one is going to raise an alarm if I take 10 more points of damage in a given encounter and fail to otherwise. So I don't see how your examples support your statement here. In fact, it's hard for me to see how many of these examples are the result of actual playing rather than a sort of quick arm-chair analysis. Are these examples really taken from your actual games? [/QUOTE]
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