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<blockquote data-quote="Raven Crowking" data-source="post: 3827061" data-attributes="member: 18280"><p>JK, your formatting is screwed up, making it difficult to answer.</p><p></p><p></p><p></p><p>It does. "If there is no cost to using a resource, and benefit to be gained from using that resource, the odds are extremely high that the resource will be used" is, AFAICT, a pretty universal statement.</p><p></p><p>If that logic did not apply to per-encounter resources, then the switch to per-encounter resources would solve the problem, as Wyatt suggests.</p><p></p><p></p><p></p><p>No, I would be an idiot for using a per-encounter resource if I had a more powerful per-day one, <em>there is no cost to using it</em>. Likewise, I would be an idiot to use a resource if it had a high associated cost <em>and I could accomplish my goal without using it</em>.</p><p></p><p>It is the tension between these positions that, to a large degree, makes the selection of resources to use a meaningful decision. Obviously, there are other factors, such as knowledge of what resources will actually achieve a goal (represented in game terms by, for example, the uselessness of using a fire resource against a creature immune to fire). There are also a number of ways in which a resource can be given an associated cost, as has been described upthread to some degree. </p><p></p><p>But it is nonetheless true that a cost/benefit analysis is a major key to meaningful decision making, and removing the need to analyze cost/benefit greatly reduces the meaningfulness of the associated decision.</p><p></p><p>This is not a contradiction. It is how we decide to resolve the Catch-22 that is, IMHO, the greatest source of fun in the game.</p><p></p><p></p><p></p><p>While in the current and past D&D paradigms (and I expect 4e as well), death has been by far the most commonly used "lose" condition by the average DM, I have already agreed many, many, many times that other "lose" conditions exist.</p><p></p><p>However, death is the obvious route for DMs to impose lose conditions.</p><p></p><p></p><p></p><p>Likewise, if the obvious route leads to a 15-minute adventuring day, that means the rules need work.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3827061, member: 18280"] JK, your formatting is screwed up, making it difficult to answer. It does. "If there is no cost to using a resource, and benefit to be gained from using that resource, the odds are extremely high that the resource will be used" is, AFAICT, a pretty universal statement. If that logic did not apply to per-encounter resources, then the switch to per-encounter resources would solve the problem, as Wyatt suggests. No, I would be an idiot for using a per-encounter resource if I had a more powerful per-day one, [i]there is no cost to using it[/i]. Likewise, I would be an idiot to use a resource if it had a high associated cost [i]and I could accomplish my goal without using it[/i]. It is the tension between these positions that, to a large degree, makes the selection of resources to use a meaningful decision. Obviously, there are other factors, such as knowledge of what resources will actually achieve a goal (represented in game terms by, for example, the uselessness of using a fire resource against a creature immune to fire). There are also a number of ways in which a resource can be given an associated cost, as has been described upthread to some degree. But it is nonetheless true that a cost/benefit analysis is a major key to meaningful decision making, and removing the need to analyze cost/benefit greatly reduces the meaningfulness of the associated decision. This is not a contradiction. It is how we decide to resolve the Catch-22 that is, IMHO, the greatest source of fun in the game. While in the current and past D&D paradigms (and I expect 4e as well), death has been by far the most commonly used "lose" condition by the average DM, I have already agreed many, many, many times that other "lose" conditions exist. However, death is the obvious route for DMs to impose lose conditions. Likewise, if the obvious route leads to a 15-minute adventuring day, that means the rules need work. RC [/QUOTE]
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