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15 Minute Adventuring Day
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<blockquote data-quote="eriktheguy" data-source="post: 5503996" data-attributes="member: 83662"><p>Usually, 3 encounters in a day is a lot for my party. I also throw in non-combat encounters that eat away surges sometimes.</p><p></p><p>The bard, wizard, ranger, rogue are all ranged and the knight, paladin, swordmage, avenger are melee. They also take around a couple of paladin NPCs that help heal and defend. The lay on hands used by PCs and NPCs helps keep surges going. Surges are rarely a problem because anyone in the front line has plenty and anything that gets into the back lines gets focused down in 1 round.</p><p></p><p>Sometimes something like a trap or melee elite will reach the back line and wreck some serious havoc, but at that point life and limb is more of a concern than surges. Unless the same back-liner gets targeted two fights in a day they are probably going to be alright.</p><p></p><p>Sometimes during a long adventuring day I throw in a point where they can recover a surge or two. I try to make them work for it, usually a skill check to help them take advantage of their immediate environment in a way they find relaxing.</p><p></p><p>My campaign tends to be very fast paced, so no rest-every-chance-you-get shenanigans is going on. On the occasions when they do have excess time I let them take extended rests as often as they want (I don't enforce the 24 hour rule, you can take an extended rest without sleeping). It's just good thinking, and it makes sense that when you can take your time and aren't rushed that you are constantly at your best.</p><p></p><p>I actually like the dynamic that striker characters have to be concerned about surges in post MM3 encounters. I always noticed that melee strikers had higher damage output than ranged, so it's good. It forces them to understand how brittle a glass cannon is, and encourages them to branch out and have ranged attacks as an option for when surges are low.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5503996, member: 83662"] Usually, 3 encounters in a day is a lot for my party. I also throw in non-combat encounters that eat away surges sometimes. The bard, wizard, ranger, rogue are all ranged and the knight, paladin, swordmage, avenger are melee. They also take around a couple of paladin NPCs that help heal and defend. The lay on hands used by PCs and NPCs helps keep surges going. Surges are rarely a problem because anyone in the front line has plenty and anything that gets into the back lines gets focused down in 1 round. Sometimes something like a trap or melee elite will reach the back line and wreck some serious havoc, but at that point life and limb is more of a concern than surges. Unless the same back-liner gets targeted two fights in a day they are probably going to be alright. Sometimes during a long adventuring day I throw in a point where they can recover a surge or two. I try to make them work for it, usually a skill check to help them take advantage of their immediate environment in a way they find relaxing. My campaign tends to be very fast paced, so no rest-every-chance-you-get shenanigans is going on. On the occasions when they do have excess time I let them take extended rests as often as they want (I don't enforce the 24 hour rule, you can take an extended rest without sleeping). It's just good thinking, and it makes sense that when you can take your time and aren't rushed that you are constantly at your best. I actually like the dynamic that striker characters have to be concerned about surges in post MM3 encounters. I always noticed that melee strikers had higher damage output than ranged, so it's good. It forces them to understand how brittle a glass cannon is, and encourages them to branch out and have ranged attacks as an option for when surges are low. [/QUOTE]
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