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<blockquote data-quote="Uller" data-source="post: 6023907" data-attributes="member: 413"><p>I ran a test encounter last night</p><p></p><p>6th level party (scout, knight, warpriest, mage) vs an EL 6 encounter for 4 characters with the following rules changes:</p><p></p><p>1/3 hp for monsters</p><p>HD (plus con mod) instead of surges</p><p>treat encounter powers as dailies (just to see what that's like)</p><p>adjusted skills by 1/2 level (training counts only as +3)</p><p>adv/disadv mechanic</p><p>no action points</p><p>5e style saves vs DCs set by ability modifiers</p><p></p><p>The fight lasted 4 rounds (longer than I expected) and the party used the following resources:</p><p>Cleric: 2 Healing Words (one on her, one on the scout), Sunburst, Elven Accuracy, used 3 of 6 HD, 49/53hp</p><p>Knight: 1XPower Strike, 52/59 HP</p><p>Scout: used 1 of 6 HD, 51/51 hp.</p><p>Mage: None. Full HP and HD </p><p></p><p>Restricting encounter powers to being dailies is too much. Encounter powers are often what make a PC fun and exciting. So, here is the mechanic I came up with: </p><p></p><p>After a short rest, all utility encounter powers recharge and you may only recharge one encounter attack power that you used in the previous fight on a short rest. This way PCs are encouraged to stick with at-wills (which are generally plenty effective against mooks) and save the encounter attacks for when it really counts. </p><p></p><p>Changing skills didn't really change anything...it's just extra work. </p><p></p><p>No APs means you move, act and are done. </p><p></p><p>I really like the advantage mechanic.</p><p></p><p>So here is what I'm going with for an actual play session:</p><p></p><p>-Monsters get 1/3 hp and do MM3 damage</p><p>-Healing Surges become 1 HD per level (and using a HD also includes Con mod).</p><p>-Healing effects such as Healing word that require a healing surge instead allow the target to spend 0 to 1/2 his HD (round up) but the target cannot benefit from the same power again until he is wounded again (this is to prevent spamming healing word to turn each use of an HD into d8+con mod+2d6 healing...). so yes, even if you have no HD, you can still get 1d6 (or 2d6 at 6th level) from HW.</p><p>-Adv/Disadv mechanic.</p><p>-No APs.</p><p>-5e style saving throws (elites and solos don't get a bonus...use their ability scores)</p><p>-Encounter Utility powers remain encounter powers (always recharge after a short rest)</p><p>-Encounter attack powers: only one that you used in the previous fight recharges on a short rest.</p></blockquote><p></p>
[QUOTE="Uller, post: 6023907, member: 413"] I ran a test encounter last night 6th level party (scout, knight, warpriest, mage) vs an EL 6 encounter for 4 characters with the following rules changes: 1/3 hp for monsters HD (plus con mod) instead of surges treat encounter powers as dailies (just to see what that's like) adjusted skills by 1/2 level (training counts only as +3) adv/disadv mechanic no action points 5e style saves vs DCs set by ability modifiers The fight lasted 4 rounds (longer than I expected) and the party used the following resources: Cleric: 2 Healing Words (one on her, one on the scout), Sunburst, Elven Accuracy, used 3 of 6 HD, 49/53hp Knight: 1XPower Strike, 52/59 HP Scout: used 1 of 6 HD, 51/51 hp. Mage: None. Full HP and HD Restricting encounter powers to being dailies is too much. Encounter powers are often what make a PC fun and exciting. So, here is the mechanic I came up with: After a short rest, all utility encounter powers recharge and you may only recharge one encounter attack power that you used in the previous fight on a short rest. This way PCs are encouraged to stick with at-wills (which are generally plenty effective against mooks) and save the encounter attacks for when it really counts. Changing skills didn't really change anything...it's just extra work. No APs means you move, act and are done. I really like the advantage mechanic. So here is what I'm going with for an actual play session: -Monsters get 1/3 hp and do MM3 damage -Healing Surges become 1 HD per level (and using a HD also includes Con mod). -Healing effects such as Healing word that require a healing surge instead allow the target to spend 0 to 1/2 his HD (round up) but the target cannot benefit from the same power again until he is wounded again (this is to prevent spamming healing word to turn each use of an HD into d8+con mod+2d6 healing...). so yes, even if you have no HD, you can still get 1d6 (or 2d6 at 6th level) from HW. -Adv/Disadv mechanic. -No APs. -5e style saving throws (elites and solos don't get a bonus...use their ability scores) -Encounter Utility powers remain encounter powers (always recharge after a short rest) -Encounter attack powers: only one that you used in the previous fight recharges on a short rest. [/QUOTE]
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