I guess my confusion is there are two different things being talked about here, and while I can see them as related, I don't see them as interconnected:
Non-Renewable Resources Non-renewable resources (I use this term to mean not automatically renewable in a day. If people are talking non-renewable over long periods: gold, gear, etc. that's different) generally affect "how many fights" your character can partake in before they become unable to really take on another fight with hopes of survival. It's at that point that the characters usually 'rest' to recover. In a lot of games these resources that control that are: "Hit Points", "Magic Points", "Spell Slots", "Healing Surges", or "Wounds". Because these 'run out' it controls how many encounters characters can have in a day. In a four-hour event for most game systems, it's not possible to get a 'full rest' and recover these, so you need to manage them throughout the event in order to make it to the end and succeed.
Arcanis really only has 2 of these: Fate Expenditure and Wounds. Fate Expenditure is probably the only one, since you can spend a maximum of your Fate Score (even if you have more) in an event, no matter how long it lasts in-game. Wounds are a non-renewable resource in Tiers I/II since there's few (if any) ways to recover Wounds other than 'rest'. This seems to be a design decision by the PCI team to not have artificial 'limits' on what the characters can do in an adventuring day. A group that doesn't take a lot of wounds could theoretically do a lot of things in a day, since after most fights, they can heal back up.
in non-combat situations, there are a lot of
Challenging Combats I heard people saying, because you start each 'encounter' at full Stamina, it's not challenging. I think there are a lot of good ideas about how to challenge characters in an encounter. For my "Expert" character, some of the things that make for a challenging and enjoyable fight are having multiple goals. D&D 4e actually started doing some of this at one point. In a fight, there can be a number of things going on at once. The more of these that an encounter has, the more complex and more potentially more challenging it is. 1) Defeating creatures 2) Achieving a combat objective (retrieve an item, rescue an NPC, protect someone, make it through a tunnel, etc.) 3) Dealing with objects (disarm a trap, open a lock, search a book for information, etc.) 4) Survive the environment (flooding room, climbing up a mountain, underwater combat, etc.)
An encounter that's just "defeat the creatures" is less challenging because all the party's resources go to that one goal. In a group of 6-7 that can be formidable. By adding other elements, you start taking the party's resources and splitting them.
Example: If, while the fight is going on, there's a door that the party needs to get through to escape (They will be overwhelmed otherwise), then at least one character needs to be devoted to that. If at the same time, there's a an important NPC that needs protecting, one character would likely be assigned to that. Finally, if this entire encounter takes place in a room that is slowly filling with poisonous smoke, then some resources must go to healing/delaying that and not to killing creatures. This makes the combat much more challenging and has a nice by-product of giving 'non combat optimized' characters things to do.
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My personal opinion is that we don't need to mess much with the non-renewable resources. The game mechanics are set to allow in most cases starting each encounter with full resources. Some 'back to back' encounters aside (in BI's or special situations), every encounter is 'fresh'. I feel we should concentrate more on making encounters challenging by requiring out of the box thinking, multiple goals, and different situations.
I know Pedro's talked about the Wound system. Most characters are likely going to have 2-3 Wounds. Taking a wound is a *bad thing* in the system because there are so few. If the system had been setup to have 4-5 Wounds on average, and they were easier to take ("Gritty Rules" always in place for instance), then they become more of those non-renewable resource.
John
_________________ - John Bellando
Kelb'Bakari Masalio, Dark-kin Altherian Corsair, Gentleman Archaeologist, and Wandering Bard "The highest compliment an Altherian can pay you is to shoot you with his flintlock. It means you were worth the expense."
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