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General Tabletop Discussion
D&D Older Editions
Encounter Based 4E - Thoughts?
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<blockquote data-quote="mkill" data-source="post: 5160365" data-attributes="member: 55985"><p>I agree with your analysis: The per day / per encounter mechanic works well if you have a flow of about 3 - 4 encounters per day, but breaks down otherwise.</p><p></p><p>Problem 1: Overland travel with small encounters: just blow all dailies and walk over it.</p><p></p><p>Problem 2: Large dungeons. Either you have repetitive, grinding fights, where everyone is defensive and never uses dailies to save ressources for the boss fight, or you have to take in-dungeon rests.</p><p></p><p>Where I don't agree is your solutions. Taking out dailies removes the fun out of most combats. Combined with your other changes you completely turn the system on its head, and without testing I can't say where this is heading.</p><p></p><p>Why not do the simple and straightforward: Keep short rests as is, but award "long rests" not for sleeping 6 hours, but for in-game accomplishments - Regain all dailies and healing surges after 3-4 encounters, regardless of in-game time.</p><p>For more fine-tuning, add a "medium rest" that regains one daily and 1/4 healing surges.</p><p></p><p>The big advantage is that the changes are merely in story pacing - you avoid all the butterfly effects that are such a headache with bigger changes.</p></blockquote><p></p>
[QUOTE="mkill, post: 5160365, member: 55985"] I agree with your analysis: The per day / per encounter mechanic works well if you have a flow of about 3 - 4 encounters per day, but breaks down otherwise. Problem 1: Overland travel with small encounters: just blow all dailies and walk over it. Problem 2: Large dungeons. Either you have repetitive, grinding fights, where everyone is defensive and never uses dailies to save ressources for the boss fight, or you have to take in-dungeon rests. Where I don't agree is your solutions. Taking out dailies removes the fun out of most combats. Combined with your other changes you completely turn the system on its head, and without testing I can't say where this is heading. Why not do the simple and straightforward: Keep short rests as is, but award "long rests" not for sleeping 6 hours, but for in-game accomplishments - Regain all dailies and healing surges after 3-4 encounters, regardless of in-game time. For more fine-tuning, add a "medium rest" that regains one daily and 1/4 healing surges. The big advantage is that the changes are merely in story pacing - you avoid all the butterfly effects that are such a headache with bigger changes. [/QUOTE]
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