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The Healing Paradox
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<blockquote data-quote="pemerton" data-source="post: 5951053" data-attributes="member: 42582"><p>Weekly, daily, per-5-minutes, etc.</p><p></p><p>4e (at least prior to Essentials) doesn't make or need any assumptions about how many encounters can be dealt with in a given period between extended rests. It depends on how well the players manage their healing surges and daily powers, and how well they exploit the action points and daily item usages they accrue along the way.</p><p></p><p>The blog itself posits 2-3 encounters between rests, which bears no relation to my own experiences with 4e at all, either using the original damage numbers up to about level 8 or the new damage numbers since then.</p><p></p><p>Recently, the PCs in my game took on the following sequence of encounters without an extended rest:</p><p></p><p style="margin-left: 20px">*Comp 2 L14 skill challenge (as a result of which each PC lost one encounter power until their next extended rest);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L17 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L15 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L7 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L13 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L15 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Comp 1 L14 skill challenge;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L16 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L14 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L13 combat;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Comp 1 L15 skill challenge;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L16 combat (the L15 solo was defeated by being pushed over a bridge down a waterfall);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*L15 combat (the solo returned later in the night, having survived the fall and climbed back up).</p><p></p><p>The PCs started this day at 14th level, and finished it at 15th.</p><p></p><p>Isn't this the Tomb of Horrors? Which many (not me, I'll admit) regard as the most classic of all D&D challenges.</p><p></p><p>I'm familiar with "Let it Ride" approaches. The question is, how are they implemented? And how do they relate to what you're advocating, which is not "Let it Ride" but rather "success N only counts if success N+1 is also achieved within a finite period of time"?</p><p></p><p>For example, what story element explains how the lock got re-locked if the PCs go away and then come back tomorrow? Or if they spend the night camping in the room with the now-unlocked (but iron-spiked) door?</p><p></p><p>If the scenario is some sort of political intrigue in a world in which diplomatic communication is at the speed of horses, then the odd day here or there is not going to make a difference, is it?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5951053, member: 42582"] Weekly, daily, per-5-minutes, etc. 4e (at least prior to Essentials) doesn't make or need any assumptions about how many encounters can be dealt with in a given period between extended rests. It depends on how well the players manage their healing surges and daily powers, and how well they exploit the action points and daily item usages they accrue along the way. The blog itself posits 2-3 encounters between rests, which bears no relation to my own experiences with 4e at all, either using the original damage numbers up to about level 8 or the new damage numbers since then. Recently, the PCs in my game took on the following sequence of encounters without an extended rest: [indent]*Comp 2 L14 skill challenge (as a result of which each PC lost one encounter power until their next extended rest); *L17 combat; *L15 combat; *L7 combat; *L13 combat; *L15 combat; *Comp 1 L14 skill challenge; *L16 combat; *L14 combat; *L13 combat; *Comp 1 L15 skill challenge; *L16 combat (the L15 solo was defeated by being pushed over a bridge down a waterfall); *L15 combat (the solo returned later in the night, having survived the fall and climbed back up).[/indent] The PCs started this day at 14th level, and finished it at 15th. Isn't this the Tomb of Horrors? Which many (not me, I'll admit) regard as the most classic of all D&D challenges. I'm familiar with "Let it Ride" approaches. The question is, how are they implemented? And how do they relate to what you're advocating, which is not "Let it Ride" but rather "success N only counts if success N+1 is also achieved within a finite period of time"? For example, what story element explains how the lock got re-locked if the PCs go away and then come back tomorrow? Or if they spend the night camping in the room with the now-unlocked (but iron-spiked) door? If the scenario is some sort of political intrigue in a world in which diplomatic communication is at the speed of horses, then the odd day here or there is not going to make a difference, is it? [/QUOTE]
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