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Wizard vs Fighter - the math
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<blockquote data-quote="Crimson Longinus" data-source="post: 9165015" data-attributes="member: 7025508"><p>I mean if nothing happens for a week, then that's fine, but that also isn't an adventure.</p><p></p><p></p><p></p><p>They also don't need to be medium. You can have fewer tougher encounters.</p><p></p><p></p><p></p><p>Yes, it isn't. So have more. Space the rests as far apart than it needs for this to happen. Hell, make the long rest of a year of downtime chilling peacefully in a keep if that what it takes.</p><p></p><p></p><p>And doing so you lose the strategic aspect of attrition like explained earlier (maybe in this thread, or some of these, who knows.) Also, if you have just per encounter resources that recharge for every encounter, then the only possible mechanical setback from a battle is death. So either the battles become much more deadly to keep up suspense, or they just become pointless dice rolling where we go trough the mechanics until the PCs win and have all their resources in their disposal for the next battle. (Though as far as I know, most of those systems don't work like this and actually have attrition.)</p><p></p><p></p><p>Then your days are too short.</p><p></p><p>And I am not really denying that a game could be designed differently from ground up to address this matter in another manner. But that is not going to happen, is it? So if the problem is that there are too few combat rounds between rests then obvious easy solution is to space the rests further apart so that this no longer is the case. That is a solution that is readily available, and relatively easy to implement. You can quibble, but whatever the difficulties involved, they're absolutely miniscule compared to redesigning the whole game.</p><p></p><p>Alternatively find a game that already does this differently and play that instead. Like you said, they already exist.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9165015, member: 7025508"] I mean if nothing happens for a week, then that's fine, but that also isn't an adventure. They also don't need to be medium. You can have fewer tougher encounters. Yes, it isn't. So have more. Space the rests as far apart than it needs for this to happen. Hell, make the long rest of a year of downtime chilling peacefully in a keep if that what it takes. And doing so you lose the strategic aspect of attrition like explained earlier (maybe in this thread, or some of these, who knows.) Also, if you have just per encounter resources that recharge for every encounter, then the only possible mechanical setback from a battle is death. So either the battles become much more deadly to keep up suspense, or they just become pointless dice rolling where we go trough the mechanics until the PCs win and have all their resources in their disposal for the next battle. (Though as far as I know, most of those systems don't work like this and actually have attrition.) Then your days are too short. And I am not really denying that a game could be designed differently from ground up to address this matter in another manner. But that is not going to happen, is it? So if the problem is that there are too few combat rounds between rests then obvious easy solution is to space the rests further apart so that this no longer is the case. That is a solution that is readily available, and relatively easy to implement. You can quibble, but whatever the difficulties involved, they're absolutely miniscule compared to redesigning the whole game. Alternatively find a game that already does this differently and play that instead. Like you said, they already exist. [/QUOTE]
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