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<blockquote data-quote="Harlekin" data-source="post: 5939685" data-attributes="member: 18615"><p>I seems your problems mostly stem from a misunderstanding of the term "encounter".</p><p></p><p></p><p></p><p>In almost all situations, the kobold caves are a single encounter. Unless the PC manage to take out the initial guards without any noise, alarm should be raised throughout the entire cave. Once the alarm is raised, there is no way the PCs get enough time for a short rest. At that point, every hp lost increases the chance of a dead PC and even fights with inferior opponents have some sting.</p><p></p><p>In general published D&D adventures have been encounter based since BD&D. In most adventures you move from room to room, fight or negotiate with the inhabitants and move on. Each room is an encounter. Even formalizing this is nothing new in 4ed, already 3.x had extensive guidelines how to build encounters and was based around the math that ~14 encounters should be required to level. </p><p></p><p>And that is not surprising. Given how broadly encounters are defined in D&D, essentially any dangerous of challenging circumstance that you cannot arbitrarily interrupt for a short rest is an encounter.</p><p></p><p>I would go even further and say that most interesting things that happen in any RPG happens in an encounter. A chase scene where you run away from the city guards, or a tense negotiation with the king's adviser or an adventure to the caves of chaos where a never ending stream of kobolds assaults your position.</p><p></p><p>Given that RPGs are almost always built around encounters, I consider abandoning encounter-based design a big step backwards. But D&D next is mostly being designed to be attractive to players of older editions. As this thread shows, eliminating encounter powers is the right measure to fulfill that design goal.</p></blockquote><p></p>
[QUOTE="Harlekin, post: 5939685, member: 18615"] I seems your problems mostly stem from a misunderstanding of the term "encounter". In almost all situations, the kobold caves are a single encounter. Unless the PC manage to take out the initial guards without any noise, alarm should be raised throughout the entire cave. Once the alarm is raised, there is no way the PCs get enough time for a short rest. At that point, every hp lost increases the chance of a dead PC and even fights with inferior opponents have some sting. In general published D&D adventures have been encounter based since BD&D. In most adventures you move from room to room, fight or negotiate with the inhabitants and move on. Each room is an encounter. Even formalizing this is nothing new in 4ed, already 3.x had extensive guidelines how to build encounters and was based around the math that ~14 encounters should be required to level. And that is not surprising. Given how broadly encounters are defined in D&D, essentially any dangerous of challenging circumstance that you cannot arbitrarily interrupt for a short rest is an encounter. I would go even further and say that most interesting things that happen in any RPG happens in an encounter. A chase scene where you run away from the city guards, or a tense negotiation with the king's adviser or an adventure to the caves of chaos where a never ending stream of kobolds assaults your position. Given that RPGs are almost always built around encounters, I consider abandoning encounter-based design a big step backwards. But D&D next is mostly being designed to be attractive to players of older editions. As this thread shows, eliminating encounter powers is the right measure to fulfill that design goal. [/QUOTE]
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