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<blockquote data-quote="pemerton" data-source="post: 3825913" data-attributes="member: 42582"><p>The examples Jackelope refers to are his, not mine.</p><p></p><p></p><p>First, there can be mechanical losses which are not the loss of resources - Jackelope King gave the example above of <em>conditions</em>. You asserted above that this materially affects resources. But it does not affect them by reducing them. For example, a penalty of -2 on all attack and damage rolls, checks and saves does not affect the range or number of resources that a 3E fighter has available, just their potency.</p><p></p><p>Second, within the context of the mechanics of a roleplaying game there can be losses which are not themselves mechanical as all, as Jackelope King has pointed out. For example, the resolution of a social challenge might result in the PC making an enemy when s/he had hoped to win an ally. This is a loss, and it is the result of the action resolution mechanics, but it is not itself a mechanical loss (assuming that the game is not one in which alliances and enmities are themselves represented in mechanical terms).</p><p></p><p>Unless, of course, when you say that "a resource is anything that you can use to mechanically affect a game" you really intend to be taken literally. Because in that case, every arrangement of every in-game person and object, and every in-game event, is a resource, because all can mechanically affect the game in some way or other (eg enemies can set foes on a PC). But if that is so, then no RPG I'm aware of has pure per-encounter resources, because no RPG I'm aware of resets the gameworld after every encounter. And in terms of the 15-minute adventuring day, these omni-present resource considerations would seem easily sufficient to give the players a reason not always to lead with their per-day resources, even if (contrary to what I believe will be the case) no such constraint emerged within the internal logic of the action resolution mechanics.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3825913, member: 42582"] The examples Jackelope refers to are his, not mine. First, there can be mechanical losses which are not the loss of resources - Jackelope King gave the example above of [i]conditions[/i]. You asserted above that this materially affects resources. But it does not affect them by reducing them. For example, a penalty of -2 on all attack and damage rolls, checks and saves does not affect the range or number of resources that a 3E fighter has available, just their potency. Second, within the context of the mechanics of a roleplaying game there can be losses which are not themselves mechanical as all, as Jackelope King has pointed out. For example, the resolution of a social challenge might result in the PC making an enemy when s/he had hoped to win an ally. This is a loss, and it is the result of the action resolution mechanics, but it is not itself a mechanical loss (assuming that the game is not one in which alliances and enmities are themselves represented in mechanical terms). Unless, of course, when you say that "a resource is anything that you can use to mechanically affect a game" you really intend to be taken literally. Because in that case, every arrangement of every in-game person and object, and every in-game event, is a resource, because all can mechanically affect the game in some way or other (eg enemies can set foes on a PC). But if that is so, then no RPG I'm aware of has pure per-encounter resources, because no RPG I'm aware of resets the gameworld after every encounter. And in terms of the 15-minute adventuring day, these omni-present resource considerations would seem easily sufficient to give the players a reason not always to lead with their per-day resources, even if (contrary to what I believe will be the case) no such constraint emerged within the internal logic of the action resolution mechanics. [/QUOTE]
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