FireLance
Legend
Well, obviously someone will have to play a cleric. I thought that was a given.Have you tried this? I think this would break the game (since all the XP targets are based around the PCs starting every fight at full).
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
One solution that I have toyed with is to change the default time frame of the game: whatever you previously would have regained with a five minute rest now requires an eight hour rest. "Daily" abilities now require a week's rest in a comfortable environment. This shifts the emphasis back to at-will abilities and resource management over the course of an adventuring day. The monsters that you would normally fight in a single encounter would now be spread out over the course of the day, so each fight is shorter and you could have more encounters since five fights with individual monsters is easier than one fight with the same five monsters encountered at the same time.GX.Sigma said:There's more to pre-4e D&D than "wizards with only daily spells." The main problem that the old-schoolers (myself, anyway) had with 4e was that it was designed around the combat encounter as the basic unit of gameplay, which does not support an old-school playstyle (e.g., in my experience, you can't really do a proper dungeon crawl in 4e). For 4e to appeal to old-school gamers, it would need to have quicker combats with fewer and simpler decisions (which would require a redesign of all the content), and core rules that emphasize combat-as-war (which would require a redesign of the core rules) -- basically, a different game.
Unless there's some element of dungeon crawling and the old-school playstyle that I'm missing, balancing 4e around the adventuring day instead of an encounter is simply a matter of changing the time that the PCs need to rest to get their abilities back, and adjusting the level of challenge accordingly.
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