Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Raven Crowking" data-source="post: 3799041" data-attributes="member: 18280"><p>Either I haven't explained my position well enough, or you haven't read it closely. I argue that combat is only meaningful when there is context and consequence.</p><p></p><p>The 15-minute adventuring day is obviously not a problem for you, because you only have one combat per day, and like it that way. You use a mix of per-encounter and per-day abilities, and it hasn't changed this for you. Wyatt's blog would seem to indicate that using this mix will make you have more encounters per day. It is this claim which I dispute.</p><p></p><p>I will also agree with you that resource attrition is manipulative. IMHO, every game has rules that attempt to manipulate its players into approaching the game a certain way. This is not only an important part of what causes the difference in "feel" between different editions, but it is inescapable. So long as actions have differing contexts and consequences, players will examine risks & rewards differently, and act accordingly. Studies have shown this to be true even where the consequences are completely random -- even where no system exists, players still attempt to determine what is happening inside the "system" and use it to their advantage. </p><p></p><p>The rules of soccer manipulate players into kicking the ball rather than picking it up. The rules of chess manipulate players into conserving pieces unless they can trade them for advantage. The rules of Twister provide for a more complex form of manipulation, because "win" conditions might mean more than winning the game (i.e., one might prefer to get entwined with that cute person over there and lose than to not get entwined and win), but there is still manipulation going on.</p><p></p><p>Solving a problem within a game often means (1) determining why the problem exists (i.e., what factors manipulate the players to act in the problematic manner) and then (2) changing those factors and/or adding new factors to alter what the players are being manipulated to do.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3799041, member: 18280"] Either I haven't explained my position well enough, or you haven't read it closely. I argue that combat is only meaningful when there is context and consequence. The 15-minute adventuring day is obviously not a problem for you, because you only have one combat per day, and like it that way. You use a mix of per-encounter and per-day abilities, and it hasn't changed this for you. Wyatt's blog would seem to indicate that using this mix will make you have more encounters per day. It is this claim which I dispute. I will also agree with you that resource attrition is manipulative. IMHO, every game has rules that attempt to manipulate its players into approaching the game a certain way. This is not only an important part of what causes the difference in "feel" between different editions, but it is inescapable. So long as actions have differing contexts and consequences, players will examine risks & rewards differently, and act accordingly. Studies have shown this to be true even where the consequences are completely random -- even where no system exists, players still attempt to determine what is happening inside the "system" and use it to their advantage. The rules of soccer manipulate players into kicking the ball rather than picking it up. The rules of chess manipulate players into conserving pieces unless they can trade them for advantage. The rules of Twister provide for a more complex form of manipulation, because "win" conditions might mean more than winning the game (i.e., one might prefer to get entwined with that cute person over there and lose than to not get entwined and win), but there is still manipulation going on. Solving a problem within a game often means (1) determining why the problem exists (i.e., what factors manipulate the players to act in the problematic manner) and then (2) changing those factors and/or adding new factors to alter what the players are being manipulated to do. RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
Top