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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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: 3825731" data-attributes="member: 18280"><p>If a player wants to utilize the minimum amount of resources to reduce an opponent to a helpless condition in the minimum amount of time possible, and the reason players want to minimize their resource expenditure is because they percieve that they may be at greater risk at a later time without the less plentiful ("more expensive") resource, it follows that if they don't have to worry about being at greater risk at a later time, then they don't worry about minimizing their resource expenditure and only do whatever reduces an opponent as quickly as possible.</p><p></p><p>If players also don't want to waste a turn, when they try something and nothing beneficial happens, they want to try whatever is most likely to work. This is why there is usually a minimum theshold of effectiveness for resources. Using the resource most likely to incapacitate the enemy is the easiest way to ensure that you do not waste a turn, and thus are not disappointed.</p><p></p><p>It is also the easiest way to keep the combat short, and thereby minimize damage to themselves to avoid vulnerability. </p><p></p><p>Players tend to measure the cost to spend a resource in the hopes of ending a fight more quickly versus the cost of healing magic restoring later. In other words, they want to minimize their costs while maximizing their benefit. As a result of this, you'll hear players rationalize saving a charge on their wand of fireball when someone points out that, "This guy is only doing like 8 damage, and we've got a wand of cure light wounds anyway." </p><p></p><p>But there is a cost to using the wand of fireball because it is a non-renewing resource. If the players could cast that fireball in every encounter, it would cost less than the wand of cure light wounds. When players can use their offensive resources in every encounter, the cost of offensive resources is as low or lower than healing magic.</p><p></p><p>If all of your offensive abilities reset between encounters, this is true.</p><p></p><p>If I can rest and recover all spells, and I can do it without difficulty or worry between every encounter, then it is never less costly to recover from injury than to recover offensive resources.</p><p></p><p>Moreover, within the context of a single round in a hit point system, I will never die because I used all of my offensive resources as a direct cause, but I will die because I lost all my hit points as a direct cause. Where resources are recoverable between encounters, failure to use a resource within a given encounter is far more likely to kill you than doing maximum damage every round, starting with highest damage potential to lowest.</p><p></p><p>IOW, for it to be true that it is sometimes more acceptable to allow an enemy to injure you for three rounds rather than end the fight in one simply because the means to recover from those injuries is less costly than the means to end the fight in one round, there must first be a cost to ending the fight in one round.</p><p></p><p></p><p></p><p>I am no longer reading pemerton's posts, so it would be difficult to know their contents.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3825731, member: 18280"] If a player wants to utilize the minimum amount of resources to reduce an opponent to a helpless condition in the minimum amount of time possible, and the reason players want to minimize their resource expenditure is because they percieve that they may be at greater risk at a later time without the less plentiful ("more expensive") resource, it follows that if they don't have to worry about being at greater risk at a later time, then they don't worry about minimizing their resource expenditure and only do whatever reduces an opponent as quickly as possible. If players also don't want to waste a turn, when they try something and nothing beneficial happens, they want to try whatever is most likely to work. This is why there is usually a minimum theshold of effectiveness for resources. Using the resource most likely to incapacitate the enemy is the easiest way to ensure that you do not waste a turn, and thus are not disappointed. It is also the easiest way to keep the combat short, and thereby minimize damage to themselves to avoid vulnerability. Players tend to measure the cost to spend a resource in the hopes of ending a fight more quickly versus the cost of healing magic restoring later. In other words, they want to minimize their costs while maximizing their benefit. As a result of this, you'll hear players rationalize saving a charge on their wand of fireball when someone points out that, "This guy is only doing like 8 damage, and we've got a wand of cure light wounds anyway." But there is a cost to using the wand of fireball because it is a non-renewing resource. If the players could cast that fireball in every encounter, it would cost less than the wand of cure light wounds. When players can use their offensive resources in every encounter, the cost of offensive resources is as low or lower than healing magic. If all of your offensive abilities reset between encounters, this is true. If I can rest and recover all spells, and I can do it without difficulty or worry between every encounter, then it is never less costly to recover from injury than to recover offensive resources. Moreover, within the context of a single round in a hit point system, I will never die because I used all of my offensive resources as a direct cause, but I will die because I lost all my hit points as a direct cause. Where resources are recoverable between encounters, failure to use a resource within a given encounter is far more likely to kill you than doing maximum damage every round, starting with highest damage potential to lowest. IOW, for it to be true that it is sometimes more acceptable to allow an enemy to injure you for three rounds rather than end the fight in one simply because the means to recover from those injuries is less costly than the means to end the fight in one round, there must first be a cost to ending the fight in one round. I am no longer reading pemerton's posts, so it would be difficult to know their contents. RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
Top