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<blockquote data-quote="Jackelope King" data-source="post: 3831989" data-attributes="member: 31454"><p>Curse you and your law, Murphy!</p><p></p><p></p><p></p><p>However, I still don't see how this follows. You're essentially arguing that so long as players can control how they regain resources, it follows that they'll be encouraged to nova. Remember that if you argue that the cost for resting for 8 hours is low, then the cost for resting for 1 minute is even lower, reducing the desire for a 15-minute day on one side. On the other side, you have a shallowing of nova-ripe resources. If, under the traditional system, a caster who went nova spent 50% of his resources in an encounter and decided to rest, this system might only allow such a caster to spend 20% of his resources. The wizard simply doesn't <em>have</em> all the resources to spend on an encounter to go nova (which will also bring wizards in-line with non-casters). And recall points made earlier about the game refocusing on a single combat: if more focus is put here and on the fundamental resource of actions (as we've seen in Mearls' Iron Heroes and Saga Edition), more emphasis is put on delaying and using actions judiciously, which further confounds the nova mindset.</p><p></p><p>You are arguing, essentially, that nova-ing is the primary cause of the 15-minute adventuring day (ie it being idiotic not to spend your best resources first if the cost to regain them was only resting 8 hours, which you and players who like going nova don't consider to be a cost at all but apparently many others of us do). From what I've seen, nova-ing is being nipped in the bud here, making it a less attractive option and thus further reducing the 15-minute adventuring day.</p><p></p><p>So essentially, will there still be a segment of hard-core nova-players who will continue the tradition of the 15-minute adventuring day? Sure. But in my experience, nova-ing is far from the majority of players.</p><p></p><p></p><p>The cost for resting is time, as we've already said. And the threshold at which groups rest is different from one group to another. It's a cost that groups are willing to pay when their resources drop below a certain threshold. If a group normally rests when reduced below 50% resources, and under 4e they can always mobilize 80% of their resources, there is less of an encouragement by the system to rest after 15 minutes of adventuring.</p><p></p><p>The designers are reducing one type of attrition which is not supported by the genre ("I ran out of spells") and emphasizing it elsewhere. If conditions are indeed unified as in SE under a condition chart, and if they are indeed tied to HP damage the way previews have suggested, then they'll be more widespread than usual.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3831989, member: 31454"] Curse you and your law, Murphy! However, I still don't see how this follows. You're essentially arguing that so long as players can control how they regain resources, it follows that they'll be encouraged to nova. Remember that if you argue that the cost for resting for 8 hours is low, then the cost for resting for 1 minute is even lower, reducing the desire for a 15-minute day on one side. On the other side, you have a shallowing of nova-ripe resources. If, under the traditional system, a caster who went nova spent 50% of his resources in an encounter and decided to rest, this system might only allow such a caster to spend 20% of his resources. The wizard simply doesn't [i]have[/i] all the resources to spend on an encounter to go nova (which will also bring wizards in-line with non-casters). And recall points made earlier about the game refocusing on a single combat: if more focus is put here and on the fundamental resource of actions (as we've seen in Mearls' Iron Heroes and Saga Edition), more emphasis is put on delaying and using actions judiciously, which further confounds the nova mindset. You are arguing, essentially, that nova-ing is the primary cause of the 15-minute adventuring day (ie it being idiotic not to spend your best resources first if the cost to regain them was only resting 8 hours, which you and players who like going nova don't consider to be a cost at all but apparently many others of us do). From what I've seen, nova-ing is being nipped in the bud here, making it a less attractive option and thus further reducing the 15-minute adventuring day. So essentially, will there still be a segment of hard-core nova-players who will continue the tradition of the 15-minute adventuring day? Sure. But in my experience, nova-ing is far from the majority of players. The cost for resting is time, as we've already said. And the threshold at which groups rest is different from one group to another. It's a cost that groups are willing to pay when their resources drop below a certain threshold. If a group normally rests when reduced below 50% resources, and under 4e they can always mobilize 80% of their resources, there is less of an encouragement by the system to rest after 15 minutes of adventuring. The designers are reducing one type of attrition which is not supported by the genre ("I ran out of spells") and emphasizing it elsewhere. If conditions are indeed unified as in SE under a condition chart, and if they are indeed tied to HP damage the way previews have suggested, then they'll be more widespread than usual. [/QUOTE]
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