Brown Jenkin
First Post
There has been talk about how 4E gets rid of the 15 minute adventuring day. While I grant it will likely be somewhat longer from what I can see so far it strikes me as being still very similar. With 4E there are two daily resources that can be expended. There are Powers and there are Healing Surges.
With the power if the dailies are used they won’t weaken the character quite as much as if a 3.x spellcaster goes nova and uses up their powerful spells for the day and the party might press on. Once several party members in 4E have used dailies though I can see more cautious parties still stopping for the 6 hour rest before going on if they are not sure what they might run into.
With Healing Surges though I can’t see parties pushing on if they run out. With the pre-gens we see the number of Surges running from 6-13 depending on the characters. In order for a battle to be at least somewhat challenging I would think that each character would likely have to use at least one if not two or three Surges to either get though the battle or heal up completely after the battle. If characters don’t take at least some damage it probably wasn’t that challenging (in 3.x characters could go all day if the challenges never did much damage either). Given the number of Surges it would seem to me like after 3-4 battles most characters would be out of Healing Surges and need to take the 6 hour rest to recharge Surges.
So it would seem to me like most adventuring days would go:
8:00am - 8:30am adventure
8:30am - 2:30pm rest
2:30pm - 3:00pm adventure
3:00pm - 9:00pm rest
9:00pm - 9:30pm adventure
9:30pm - 8am rest
While this does give more adventures per 24 periods it still creates similar problems to before where the characters face a few things then retreat and camp for awhile and then go back in.
So am I looking at this wrong? I am writing this thread not to complain but in hopes that someone can point out to me what I am missing here.
With the power if the dailies are used they won’t weaken the character quite as much as if a 3.x spellcaster goes nova and uses up their powerful spells for the day and the party might press on. Once several party members in 4E have used dailies though I can see more cautious parties still stopping for the 6 hour rest before going on if they are not sure what they might run into.
With Healing Surges though I can’t see parties pushing on if they run out. With the pre-gens we see the number of Surges running from 6-13 depending on the characters. In order for a battle to be at least somewhat challenging I would think that each character would likely have to use at least one if not two or three Surges to either get though the battle or heal up completely after the battle. If characters don’t take at least some damage it probably wasn’t that challenging (in 3.x characters could go all day if the challenges never did much damage either). Given the number of Surges it would seem to me like after 3-4 battles most characters would be out of Healing Surges and need to take the 6 hour rest to recharge Surges.
So it would seem to me like most adventuring days would go:
8:00am - 8:30am adventure
8:30am - 2:30pm rest
2:30pm - 3:00pm adventure
3:00pm - 9:00pm rest
9:00pm - 9:30pm adventure
9:30pm - 8am rest
While this does give more adventures per 24 periods it still creates similar problems to before where the characters face a few things then retreat and camp for awhile and then go back in.
So am I looking at this wrong? I am writing this thread not to complain but in hopes that someone can point out to me what I am missing here.