Thinking about it a bit more, milestones could stand to be interpreted as... well, milestones. Ie, checkpoints that you pass on the way to clearing a level/map. This would be a bit more organic than the plain "every 2 encounters" rule.
I would dearly love to see a 4e video game that was multiplayer and turn-based (for combat only). I would play that to death with my friends.
It could work in a map where areas were linked with encounters. You would have to have a picture of the map though beforehand (in ja you had indeed) but the problem is that these milestones would not be reactivable if you revisited the map unless the random encounters were always tied to the same specific areas: not a good idea IMO.
Sorry, I totally forgot the actual attachment.
The random encounters in BG were always tied to the same specific areas too. In fact, this is how a lot of CRPGs work.
And yes, if you went back to a map, the cleared milestones wouldn't reactivate. This is because I'm not a fan of XP farming. You, of course, may disagree (a _lot_ of ppl like XP farming).
You could do that, but you're really just sacrificing story in exchange for pseudo freedom.Well there is a way to control this freedom: by making it random. If you consume consumable resources such as expensive arrows and potions but go away without finishing certain objectives, when you come back part of the things you had to clear up could be repopulated and this time you may miss the resources you had available to consume last time. I guess there is some fine tuning in these matters to find the right balance and make the game playable within certain limits.
When I saying specific I mean much more specific and stable than what you had in BG. Milestone specific: clearing the guards of a gate (that will always have to be there to defend the gate even if you killed them the last time. Since combats in 4e are more complicated and beg for more variety, having to repeat the same combats -on the same disposition of terrain, etch- would be a problem IMO.