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<blockquote data-quote="Jackelope King" data-source="post: 3800865" data-attributes="member: 31454"><p>I think that very much depends on what your threshold for fatigue is.</p><p></p><p>For most groups, they'll rest after their bread and butter resources are running low (cure criticals, mid-level spells, etc.). If your bread and butter resources are per-encounter, and only your big guns are per-day, then the 15-minute adventuring day is likely to go away. PCs might not always go into a fight at full health, or occassionally down one of their big guns, but they'll never be without their bread and butter abilities. The system will better support the heroic ideal of sallying forth even in the face of great danger, even if it starts to move away from the old Gygaxian expert dungeoneer ideal (which to me isn't terribly heroic).</p><p></p><p>Alternatively, if your group spikes the door after every fight because the wizard went nova or because you're terrified of the prospect of going into battle down three cure criticals, then this problem may be reduced, but not eliminated. The only way to eliminate this problem is to eliminate per-day resources (which doesn't sound like it'll be the case).</p><p></p><p>Or if you're someone who adores the old Gygaxian expert dungeoneer, carefully rationing everything and taking every step with great care, knowing that your character's survival through a difficult exploration is the biggest source of satisfaction, you'll probably be unhappy to lose out on an aspect of the game you used to shine at.</p><p></p><p>In this instance, it is indeed different reactions of different users to a common problem. Some people overreact ("Oh God, Quicken crashed on me! Next time, I'll take everything one click at a time and save at every keystroke!"), some find their work inhibited by it, but keep on working ("Okay, I'll just save more often. It's better than nothing."), and others embrace it ("Aha! Once again, I've balanced my checkbook before Quicken could crash! Victory is mine!").</p><p></p><p>For D&D, the common problem is one of limited resources in attrition, a restriction which inhibits different styles of gameplay. For some people, the problem is a boon, because the restriction fits their gameplay style oh so well. For others, though, the restriction makes it more difficult to rationalize mechanically-inspired actions (resting at 9:15 because the wizard ran out of fireballs) in light of the versimilitude of the game-world itself or even just the genre (where heroes may be forced to rest and recover because of their wounds or because the wizard's magic has left him physically and emotionally exhausted).</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3800865, member: 31454"] I think that very much depends on what your threshold for fatigue is. For most groups, they'll rest after their bread and butter resources are running low (cure criticals, mid-level spells, etc.). If your bread and butter resources are per-encounter, and only your big guns are per-day, then the 15-minute adventuring day is likely to go away. PCs might not always go into a fight at full health, or occassionally down one of their big guns, but they'll never be without their bread and butter abilities. The system will better support the heroic ideal of sallying forth even in the face of great danger, even if it starts to move away from the old Gygaxian expert dungeoneer ideal (which to me isn't terribly heroic). Alternatively, if your group spikes the door after every fight because the wizard went nova or because you're terrified of the prospect of going into battle down three cure criticals, then this problem may be reduced, but not eliminated. The only way to eliminate this problem is to eliminate per-day resources (which doesn't sound like it'll be the case). Or if you're someone who adores the old Gygaxian expert dungeoneer, carefully rationing everything and taking every step with great care, knowing that your character's survival through a difficult exploration is the biggest source of satisfaction, you'll probably be unhappy to lose out on an aspect of the game you used to shine at. In this instance, it is indeed different reactions of different users to a common problem. Some people overreact ("Oh God, Quicken crashed on me! Next time, I'll take everything one click at a time and save at every keystroke!"), some find their work inhibited by it, but keep on working ("Okay, I'll just save more often. It's better than nothing."), and others embrace it ("Aha! Once again, I've balanced my checkbook before Quicken could crash! Victory is mine!"). For D&D, the common problem is one of limited resources in attrition, a restriction which inhibits different styles of gameplay. For some people, the problem is a boon, because the restriction fits their gameplay style oh so well. For others, though, the restriction makes it more difficult to rationalize mechanically-inspired actions (resting at 9:15 because the wizard ran out of fireballs) in light of the versimilitude of the game-world itself or even just the genre (where heroes may be forced to rest and recover because of their wounds or because the wizard's magic has left him physically and emotionally exhausted). [/QUOTE]
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