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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3811677" data-attributes="member: 710"><p>1) If "mechanical interest" means only in the rules (and not in the story), which I assume it does: </p><p>I agree, you're right, the encounter can't be of mechanical interest. If that's all what you wanted to hear, stop reading right here*. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>2)</p><p>If that wasn't enough yet, I also agree that any mechanic that includes a daily resource concept can guarantee that the 9:00 to 9:15 adventure will not happen. (Happy now, stop reading!)</p><p></p><p></p><p>2) But I think there is still a considerable margin for improvement if we lessen the impact of these daily resources on the total resources for each encounter. The 9:00 to 9:15 is an extremist example. Often enough, people will probably last a bit longer in the dungeon (maybe 2 hours?) and have more than one encounter. Which means there is the willingness for a little risk. But even 2 hours are ridiculous as long as resetting resources requires 8 hours of rest and for some characters a new morning/evening. The in-game time (not real world play time) balance between rest and action is way off...</p><p></p><p>1) If the game is not just about the mechanics, it is also about the story that is told as part of the game. So, even if the players are guaranteed to survive, don't lose any resources, an encounter can still be interesting to the game. </p><p></p><p>And the question is also: Is an encounter actually interesting just because it has the mechanical impact of costing resources? </p><p></p><p>That depends probably a lot on personal preference and the situation at hand, but for me most of the time, only the "potentially deadly" encounters (discounting the ones where other goals than survival are important) are really interesting. </p><p>The only other reason they could interesting is because you get to wonder "Did I use to many resources, so the next encounter will become more dangerous and pose a threat to my characters survival?". But this interest is not an immediate part of the current encounter. Now, if you're not such an "instant-gratification" kind of player/DM as me, that might be enough. But I think there are many people that want the interesting things to happen now, and not be hinted at for later. ("Maybe later it's getting more interesting wether I should have fireballed the Ogres...")</p><p></p><p>*)and if your daughter allows, you might even get to sleep. Though I have no idea what time it is when you read it. For me, it's evening. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>PS: I just recognize that this *) thingy is mean because I wrote "..stop reading right here." Sorry for that...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3811677, member: 710"] 1) If "mechanical interest" means only in the rules (and not in the story), which I assume it does: I agree, you're right, the encounter can't be of mechanical interest. If that's all what you wanted to hear, stop reading right here*. :) 2) If that wasn't enough yet, I also agree that any mechanic that includes a daily resource concept can guarantee that the 9:00 to 9:15 adventure will not happen. (Happy now, stop reading!) 2) But I think there is still a considerable margin for improvement if we lessen the impact of these daily resources on the total resources for each encounter. The 9:00 to 9:15 is an extremist example. Often enough, people will probably last a bit longer in the dungeon (maybe 2 hours?) and have more than one encounter. Which means there is the willingness for a little risk. But even 2 hours are ridiculous as long as resetting resources requires 8 hours of rest and for some characters a new morning/evening. The in-game time (not real world play time) balance between rest and action is way off... 1) If the game is not just about the mechanics, it is also about the story that is told as part of the game. So, even if the players are guaranteed to survive, don't lose any resources, an encounter can still be interesting to the game. And the question is also: Is an encounter actually interesting just because it has the mechanical impact of costing resources? That depends probably a lot on personal preference and the situation at hand, but for me most of the time, only the "potentially deadly" encounters (discounting the ones where other goals than survival are important) are really interesting. The only other reason they could interesting is because you get to wonder "Did I use to many resources, so the next encounter will become more dangerous and pose a threat to my characters survival?". But this interest is not an immediate part of the current encounter. Now, if you're not such an "instant-gratification" kind of player/DM as me, that might be enough. But I think there are many people that want the interesting things to happen now, and not be hinted at for later. ("Maybe later it's getting more interesting wether I should have fireballed the Ogres...") *)and if your daughter allows, you might even get to sleep. Though I have no idea what time it is when you read it. For me, it's evening. :) PS: I just recognize that this *) thingy is mean because I wrote "..stop reading right here." Sorry for that... [/QUOTE]
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