Experience blankets

jpariury

Paragon
Someone who's interested in trying out the game asked me this, and I had no real good answer.

Why is attending a 3-day followed by a 2-day worth more experience than attending a 5-day?

My only answer was "unhappy side effect of the method used, rather than an intentional design consideration".
 
I don't think the game at the point of it's creation ever thought that it would hold 5 day events. So we make due with the event broken down in pieces like 3day & 2 day. Like you said it was just an side effect of the method used.
 
I thought 5 day events would be calculated as a 3 day and then a 2 day, with people actually being able to maybe (if they had the build and skills taught) being able to get new skills during the course of the event. Or at least with the 7 day events I've heard of in the past I heard they were calculated as a 2 day, 3 day, and 2 day piece by piece. Would this not be the case? Because I also thought the database doesn't have a button for a "5 day" blanket...? Just wondering.
 
The same reason that attending two faire days one after the other is worth more than attending a weekend event... assuming you are low enough level (or at just the right point xp wise) to gain at least one build from the first faire day...
 
Seems like the most balanced approach woudl be just to apply blankets one at a time instead of 2 or 3 or 5 at a time.
 
Longer events are effectively worth less due to the effects of fatigue. IRL this is why you aren't supposed to work out every day, at least not the same muscle groups. The body needs time to recuperate or else it can't adapt as quickly.

As for events longer than the standards, I have always felt they should be calculated BY HAND to have the experience formula be the same for all events. [(# days in event) x Current BP] + Current XP = New XP
 
Actually, I think applying them to 8 hour blocks would work good. Single day events are one block, weekend events that start Friday night and end Sunday afternoon are 5 blocks and so on.
 
Yea I've always sort of wished logistics periods could be shorter on a somewhat un-related note... I mean if I tap out in 1 or 2 fights. There really is no character reason I wouldn't trance, or study, or rest or do whatever I need to do to be able to use the skills again that I just blew. Especially if I knew I would have something tough coming again...
 
Dreamingfurther said:
Yea I've always sort of wished logistics periods could be shorter on a somewhat un-related note... I mean if I tap out in 1 or 2 fights. There really is no character reason I wouldn't trance, or study, or rest or do whatever I need to do to be able to use the skills again that I just blew. Especially if I knew I would have something tough coming again...

Battles take a lot out of you. If you burn through all your skills (weapon or spells), you are tired and need rest before you can fight up to your full potential again or concentrate well enough to memorize your spells.
 
To continue the thread-jack

There are plenty of reasons that could explain why you have to wait till logistics to recoup skills especially as they are really abstractions. There is no binding reason outside of balance/cheating to keep resets to logistics those are the out of game reasons for it primarily. IG think of it as taking about a day to regain focus.

In 3.0-3.5 D&D I ran a game for awhile that the party would rest after every encounter it trivialized the game largly unless I cranked the difficulty way up on encounters.
 
I play in games where you can 'recharge' your various powers and abilities. It is one of those that only works well if people are really not cheating as there's no way to monitor the recovery time. Well that's not true, you could have an area that was specifically designed for recovering and have an NPC there with a time card clock so people punch in when they start, punch out when they leave and the NPC gives them the appropriate tags.
 
Angrydurf said:
To continue the thread-jack

There are plenty of reasons that could explain why you have to wait till logistics to recoup skills especially as they are really abstractions. There is no binding reason outside of balance/cheating to keep resets to logistics those are the out of game reasons for it primarily. IG think of it as taking about a day to regain focus.

In 3.0-3.5 D&D I ran a game for awhile that the party would rest after every encounter it trivialized the game largly unless I cranked the difficulty way up on encounters.

You could always rep it as hearing a high, tinny ringing sound in your right ear after that last slap from the sewer troll, and having to wait until it clears up to re-gain your focus.

Or you could talk plot into throwing a potion of restore logistics into the treasure pile every three events or so. It'd be a heck of a toy to have handy, as long as there weren't many of them.
 
Arcane Renew was a neat LCO effect used once, long ago in another chapter. Reset the target back to their full capacity per the last logistics period, no change in memorized spell list. It was used for a really epic boss fight at the end of a plot, where the whole town was tapped out from fighting what we thought was the 'boss', but turned out to be a lieutenant.

Then one of the NPCs cast a voice radius arcane renew. Took an oblit for it, but turned the whole town loose again. It was very, very fun.
 
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