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<blockquote data-quote="gizmo33" data-source="post: 3806547" data-attributes="member: 30001"><p>I've said this a few times, I'm running out of ways of making it clearer. First, under *any* paradigm, a risk of "something bad" (death, for example) must be present for players to worry about their characters. That seems logical to me. And nothing I've said contradicts this, so I don't understand the necessity or relevance of the premise in your "if" statement. The point I was making in the part of the conversation you are referring to was that the deadliness of encounters under the per-encounter paradigm is higher than in 3E. You're not acknowledging, for reasons I cannot figure out, that it doesn't have to be the N+1 encounter. It can be N+X encounter. And thus it seems logical and obvious to me that 3E isn't as deadly. And at the same time, I've tried to make a case (far less logical and more of an YMMV) that the resource issues make up for the tension created by less immediate risk by creating more of a sense of looming uncertainty.</p><p></p><p></p><p></p><p>There's no evidence for this. Wyatt's blog doesn't make mention of it in his research. I'm not sure why they would withhold it. If they're going to advocate for something, why not provide all of the information they're using to make their decision. As it's been pointed out though, they're not getting rid of per-day resources in 4E, and Wyatt's later blog points out some problems with the per-encounter-only design.</p><p></p><p></p><p></p><p>Somewhat different contexts - I'll try to clarify. Operational play *allows for* the mitigation of mistakes, but it has with it uncertainty. As we've discussed, going outside the dungeon is not without decisions and risks. Losing 10 hitpoints in a per-encounter situation doesn't involve uncertainty, it doesn't involve finding a safe place to camp. You virtually click your fingers and regain your hitpoints unless the relatively improbable situation occurs of another group of monsters attacking - which, almost by definition and common sense, really deserves to be treated as part of the same encounter. The main distinction is that the "mitigation" in the former situation requires tactical play, while in the latter it does not.</p><p></p><p></p><p></p><p>I don't find this to be an "apples to apples" comparison. It seems fundementally unfair to compare a situation where PCs have no healing in 4E to a situation where PCs have numerous minor cures in 3E.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3806547, member: 30001"] I've said this a few times, I'm running out of ways of making it clearer. First, under *any* paradigm, a risk of "something bad" (death, for example) must be present for players to worry about their characters. That seems logical to me. And nothing I've said contradicts this, so I don't understand the necessity or relevance of the premise in your "if" statement. The point I was making in the part of the conversation you are referring to was that the deadliness of encounters under the per-encounter paradigm is higher than in 3E. You're not acknowledging, for reasons I cannot figure out, that it doesn't have to be the N+1 encounter. It can be N+X encounter. And thus it seems logical and obvious to me that 3E isn't as deadly. And at the same time, I've tried to make a case (far less logical and more of an YMMV) that the resource issues make up for the tension created by less immediate risk by creating more of a sense of looming uncertainty. There's no evidence for this. Wyatt's blog doesn't make mention of it in his research. I'm not sure why they would withhold it. If they're going to advocate for something, why not provide all of the information they're using to make their decision. As it's been pointed out though, they're not getting rid of per-day resources in 4E, and Wyatt's later blog points out some problems with the per-encounter-only design. Somewhat different contexts - I'll try to clarify. Operational play *allows for* the mitigation of mistakes, but it has with it uncertainty. As we've discussed, going outside the dungeon is not without decisions and risks. Losing 10 hitpoints in a per-encounter situation doesn't involve uncertainty, it doesn't involve finding a safe place to camp. You virtually click your fingers and regain your hitpoints unless the relatively improbable situation occurs of another group of monsters attacking - which, almost by definition and common sense, really deserves to be treated as part of the same encounter. The main distinction is that the "mitigation" in the former situation requires tactical play, while in the latter it does not. I don't find this to be an "apples to apples" comparison. It seems fundementally unfair to compare a situation where PCs have no healing in 4E to a situation where PCs have numerous minor cures in 3E. [/QUOTE]
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