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<blockquote data-quote="IanArgent" data-source="post: 3811616" data-attributes="member: 21673"><p>Really? Through no fault of their own, other than bad dice, the PCs expended more resources than the adventure designer was expecting, and cannot stand up to the final encounter. The adventure designer expected the PCs to be at, say, 50%% of effectiveness, and the previous encounters attritted them harder than the adventure designer expected, so the party is around 25% of effectiveness. or they got lucky and didn't get attritted as much as the adventure designer expected, and they can blow past the encounter because they have much more resources than the designer expected. That's the logical conclusion of your stance - at some point the PCs will hit an inappropriate encounter (either too easy or too hard) if the heavy hitting artillery/support is primarily per-day. Either the PCs are dead/hurting when they shouldn't be, or they blow past an encounter that should have challenged them. </p><p></p><p></p><p></p><p>In this case, it's not the consequences of the adventure, it's the consequences of the <em>encounter</em>. With the current setup, you can end up with an encounter that was designed for the PCs to succeed with only moderate effort expended, but since (for whatever reason) they don't have the right resources available (expended earlier in the day because of poor dice, say) they have no chance of success.</p><p></p><p>But to avoid that, you set up an encounter that doesn't require them to have any particular per-day resource, the presence or lack thereof of that resource is unimportant.</p><p></p><p>The current system can fail <em>both</em> ways, the same encounter can be either too easy, or too hard, depending on the "path" the party took to get to that point. By itself, changing the primary resource management level to per-encounter, this isn't fixed - but it is an <em>example</em> of the ame design theory going into 4ed to prevent this problem. There is a post today from <a href="http://forums.gleemax.com/showthread.php?p=13980125#post13980125" target="_blank">Chris Thomasson</a>:</p><p></p><p></p><p>Every time it comes up on the dev blogs, the "workload" of DMs is being decreased, the "target" for adventure designers is being tightened up so that the adventure designer doesn't have to guess at the party's current capability, and the on-the-fly tweakability is being made easier. The mechanics are being made more predictable, so that the "variability" can be in the RP side of things.</p></blockquote><p></p>
[QUOTE="IanArgent, post: 3811616, member: 21673"] Really? Through no fault of their own, other than bad dice, the PCs expended more resources than the adventure designer was expecting, and cannot stand up to the final encounter. The adventure designer expected the PCs to be at, say, 50%% of effectiveness, and the previous encounters attritted them harder than the adventure designer expected, so the party is around 25% of effectiveness. or they got lucky and didn't get attritted as much as the adventure designer expected, and they can blow past the encounter because they have much more resources than the designer expected. That's the logical conclusion of your stance - at some point the PCs will hit an inappropriate encounter (either too easy or too hard) if the heavy hitting artillery/support is primarily per-day. Either the PCs are dead/hurting when they shouldn't be, or they blow past an encounter that should have challenged them. In this case, it's not the consequences of the adventure, it's the consequences of the [i]encounter[/i]. With the current setup, you can end up with an encounter that was designed for the PCs to succeed with only moderate effort expended, but since (for whatever reason) they don't have the right resources available (expended earlier in the day because of poor dice, say) they have no chance of success. But to avoid that, you set up an encounter that doesn't require them to have any particular per-day resource, the presence or lack thereof of that resource is unimportant. The current system can fail [i]both[/i] ways, the same encounter can be either too easy, or too hard, depending on the "path" the party took to get to that point. By itself, changing the primary resource management level to per-encounter, this isn't fixed - but it is an [i]example[/i] of the ame design theory going into 4ed to prevent this problem. There is a post today from [URL=http://forums.gleemax.com/showthread.php?p=13980125#post13980125]Chris Thomasson[/URL]: Every time it comes up on the dev blogs, the "workload" of DMs is being decreased, the "target" for adventure designers is being tightened up so that the adventure designer doesn't have to guess at the party's current capability, and the on-the-fly tweakability is being made easier. The mechanics are being made more predictable, so that the "variability" can be in the RP side of things. [/QUOTE]
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