I do like that idea too On Thu, Apr 30, 2009 at 11:01 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > its kind of funny they talk about the idea eric presented of injuries which > temporarily decrease your max health :P > > > On Thu, Apr 30, 2009 at 10:53 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> I agree that this is an issue. I personally like to lean toward the >> rapidly regenerating smaller resource pool method. I think all battles and >> traps and events should have meaning and not just be thrown out at you for >> attrition. I think there should be a blend of the 2 concepts with a focus on >> short term relevance to give each battle or trap extra meaning. >> >> >> On Thu, Apr 30, 2009 at 10:43 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> "Many traditional RPGs have finite non-regenerating resources that are >>> restored only at particular points (such as inns, etc.). Resource management >>> is of long-term relevance, but rarely relevant within a single regular >>> combat. This allows for less challenging battles to have meaningful >>> consequences (consumption of resources), but often encourages a >>> (subjectively) boring degree of resource conservation (eg: magic-users who >>> avoid using any magic at all if they can help it) >>> >>> In RPGs with rapidly regenerating (but smaller) resource pools, resource >>> management is of short-term relevance only. This may allow for greater >>> tactical depth within a single combat since the player can be expected to >>> use a range of abilities, rather than conserve them, and running dry during >>> a single fight is plausible and must be managed. However, if resources >>> regenerate between battles, any fight which does not present a reasonable >>> chance of outright defeating the player is effectively just taking up time. >>> Attrition is not possible. Moreover, I think you lose a significant degree >>> of dramatic tension that can come from being deep in dangerous territory, >>> and running low on resources. In such a system, no matter how many battles >>> you slog through, you're still effectively as fresh as when you set out. >>> >>> Is it possible to design an RPG where resource management is relevant >>> both in the short-term and long-term? Where excessive conservatism is not >>> encouraged, but moderate-difficulty battles are not made irrelevant? >>> >>> What are some of your opinions are on the subject of resource management >>> and attrition in RPGs (or even more generally)? How do you feel about >>> systems with/without significant attrition? Are there any games that you >>> think have done it unusually well?" >>> >>> >>> More as well as other people responding at... >>> http://www.gamedev.net/community/forums/topic.asp?topic_id=533360 >>> >> >> >