Nor does it help if you die in the 4th combat because each combat took his "expected" toll in resources (25 %) and the only way to regain this resources would have been sleeping, which you couldn't.Mirtek said:If you need to stop the dread ritual of the cult of Erythnull before they complete it during full moon, it just doesn't cut it if you need 2 weeks just to get through the entry hall of their temple because you go home to sleep after every fight
Zelc said:I recently saw some slides Blizzard Entertainment used for a presentation on games...[/sblock]
Well, the good news is fluff is easy to change, while crunch is much more difficult to change without ripple effects. It might not make sense from a continuity POV if suddenly everyone in the Forgotten Realms used the new magic system, but if you and your players are OK with it, a simple retcon or just ignoring the NPCs' previous powers will let you play with the new mechanics in the old setting.The Grumpy Celt said:I look forwards to the mechanical changes that make it 4E. Its the setting changes I dislike.
Delta said:Well, that's precisely the point. If they insist on the 15-minute-day strategy ("full auto" spell usage), they'll be leaving the dungeon before they get anywhere rewarding. So the only fruitful strategy then is to conserve spells, avoid the wanderers, use the max firepower in the interesting terminal areas, and commit to coming back through the weaker wanderers with your top spells reduced or out.
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Merlin the Tuna said:Fewer! Fewer buckets is better!
Say it with me. "I have fewer dollars. I have less money."
Zelc said:Well, the good news is fluff is easy to change
Really.Wolfspider said:Oh really?
No, fewer buckets are better.Merlin the Tuna said:Fewer! Fewer buckets is better!
Say it with me. "I have fewer dollars. I have less money."