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General Tabletop Discussion
D&D Older Editions
Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7017760" data-attributes="member: 82106"><p>Well, given that you have SOME sort of 'short rest' that is 5 minutes long, inevitably players are going to want to expend healing powers during them, and there's little in the way of logic to counter that with. Now, those are encounter resources, so it doesn't likely present a PROBLEM per-se, anymore than it did in 4e proper. You can of course ban the raw non-magically-induced use of surges, but that was actually a pretty uncommon practice anyway (given that healing bonuses from most leaders can almost double, or even more than double for some PCs, their HS value, its VERY worth it not to blow surges without some sort of bonus, to the point where it was SOP to just hang onto the surges in many cases). This also brings up 4e's 'double rest' thing, though again you won't care about that, and it was anyway really created by a peculiarity of the wording of rests in 4e.</p><p></p><p>I think Tony is at least correct for SOME formulations of altered resource mechanics in a 4e-like system. Its tempting for the players to just 'nova' every encounter and deal with the consequences later, which feels a lot like pre-4e edition resource rules. However, its a matter of degree. For instance, using the HoML formulation as an example, allow only 1 recharge of an encounter power per encounter. That makes it more of a carefully measured sort of capability that HELPs with keeping the encounter 'fresh' and adds a character option, BUT doesn't let you tap all your resources. </p><p></p><p>My idea of having Vitality powers vs Daily powers kind of works the same way. For one thing I conceived of them as a bit more exciting than the 4e dailies (though some of those certain are a bit crazy and would work fine in HoML). A HoML daily is more like "OK, that really put a bow-tie on things" vs just maybe doing 2x more damage than an at-will and a significant effect. Daily effects in HoML tend to last the whole encounter and have a significant reshaping effect on the fight. OTOH you don't get quite as generous a supply of them. I also think that perhaps the 4e Spellbook mechanic should be a little more generalized, so you can swap out powers with a little planning. HoML characters power choices work a bit different than 4e ones do so this is a bit more natural than in 4e.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7017760, member: 82106"] Well, given that you have SOME sort of 'short rest' that is 5 minutes long, inevitably players are going to want to expend healing powers during them, and there's little in the way of logic to counter that with. Now, those are encounter resources, so it doesn't likely present a PROBLEM per-se, anymore than it did in 4e proper. You can of course ban the raw non-magically-induced use of surges, but that was actually a pretty uncommon practice anyway (given that healing bonuses from most leaders can almost double, or even more than double for some PCs, their HS value, its VERY worth it not to blow surges without some sort of bonus, to the point where it was SOP to just hang onto the surges in many cases). This also brings up 4e's 'double rest' thing, though again you won't care about that, and it was anyway really created by a peculiarity of the wording of rests in 4e. I think Tony is at least correct for SOME formulations of altered resource mechanics in a 4e-like system. Its tempting for the players to just 'nova' every encounter and deal with the consequences later, which feels a lot like pre-4e edition resource rules. However, its a matter of degree. For instance, using the HoML formulation as an example, allow only 1 recharge of an encounter power per encounter. That makes it more of a carefully measured sort of capability that HELPs with keeping the encounter 'fresh' and adds a character option, BUT doesn't let you tap all your resources. My idea of having Vitality powers vs Daily powers kind of works the same way. For one thing I conceived of them as a bit more exciting than the 4e dailies (though some of those certain are a bit crazy and would work fine in HoML). A HoML daily is more like "OK, that really put a bow-tie on things" vs just maybe doing 2x more damage than an at-will and a significant effect. Daily effects in HoML tend to last the whole encounter and have a significant reshaping effect on the fight. OTOH you don't get quite as generous a supply of them. I also think that perhaps the 4e Spellbook mechanic should be a little more generalized, so you can swap out powers with a little planning. HoML characters power choices work a bit different than 4e ones do so this is a bit more natural than in 4e. [/QUOTE]
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