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<blockquote data-quote="Jackelope King" data-source="post: 3827341" data-attributes="member: 31454"><p>My appologies.</p><p></p><p></p><p>And you still have yet to demonstrate that there is no cost to spend your more powerful per-day abilities. Indeed, from a game-mechanics point of view, if you argued that a resource which you could regain by resting for eight hours had no cost, since they can be reset so easily, then per-encounter resources must have even less of a cost, since they are reset even more easily. And if you enter an encounter unsure of the difficulty and then proceed to rely solely upon your most powerful, most limited in supply abilities, you're skipping the entire decision-making process which you also profess to the "greatest source of fun in the game".</p><p></p><p></p><p></p><p>But you have argued that from a mechanical point of view, the particular per-encounter system proposed by 4e encourages an all-or-nothing win / lose (die). But if there are conditions which can negatively impact upon a character's mechanical performance in subsequent challenges, then <em>it isn't as binary as you claim on the mechanical side</em>. The characters can indeed be victorious but suffer attrition. And considering that we've seen a condition chart in Star Wars: Saga Edition <em>and</em> the developers have been talking about "aftereffects" and "thresholds", it certainly seems likely that conditions will continue to play a part (and possibly even more of a part) in the proposed 4e system.</p><p></p><p>Hence it is likely that there will indeed be a mechanical spectrum of significant mechanical outcomes for an encounter. It's very unlikely to be as binary as you claim.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3827341, member: 31454"] My appologies. And you still have yet to demonstrate that there is no cost to spend your more powerful per-day abilities. Indeed, from a game-mechanics point of view, if you argued that a resource which you could regain by resting for eight hours had no cost, since they can be reset so easily, then per-encounter resources must have even less of a cost, since they are reset even more easily. And if you enter an encounter unsure of the difficulty and then proceed to rely solely upon your most powerful, most limited in supply abilities, you're skipping the entire decision-making process which you also profess to the "greatest source of fun in the game". But you have argued that from a mechanical point of view, the particular per-encounter system proposed by 4e encourages an all-or-nothing win / lose (die). But if there are conditions which can negatively impact upon a character's mechanical performance in subsequent challenges, then [i]it isn't as binary as you claim on the mechanical side[/i]. The characters can indeed be victorious but suffer attrition. And considering that we've seen a condition chart in Star Wars: Saga Edition [i]and[/i] the developers have been talking about "aftereffects" and "thresholds", it certainly seems likely that conditions will continue to play a part (and possibly even more of a part) in the proposed 4e system. Hence it is likely that there will indeed be a mechanical spectrum of significant mechanical outcomes for an encounter. It's very unlikely to be as binary as you claim. [/QUOTE]
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