Geoff Watson
First Post
If you're only having one encounter per day for plot reasons, change "Daily" powers to "Weekly" powers (or "per X days" or "per adventure" etc).
Geoff.
Geoff.
(1) Make fights easier. The players need to feel "Hey, we can take another one like this!". If they don't, then they won't continue.
Well, I was about to post, and then Ingolf said it for me.
I don't see any problem with this. One thing that might be fun is to have creatures run away, get reinforcements, and strike back in the same day. Or set up a multiple-day wilderness chase, where losing eight hours due to resting could spell failure. Or have an encounter that "sets up" another encounter that must be taken advantage of immediately. For example, if an evil priest has a guard rooms full of goblins, and the players take an extended rest after beating the guards, the priest can (a) find more guards, (b) hunt the players down while they're resting, or (c) escape while he still has the chance.Our group started playing 4e recently, and we're playing much as we did in 3.x. Namely, we're only having one (or maybe two) combats a day. Mostly cause combat takes forever, and there's little our group dislikes more than dungeon crawls with nonsensical (or even sensible) combats in every room. That's just our personal preference, not meant to start any flame wars.
The best way is to start with "standard" encounters, evaluate each battle after it's over, and adjust accordingly.So of course we pull out all the stops every combat- daily powers, action points, weapon powers, all our healing, etc. Our DM has compensated by making the battles harder, while still trying to maintain that fine line between challenging and TPK. Any advice on how to make these single combats still challenging with the knowledge the PCs will use everything at their disposal every battle?
The balance issues are minor, not major, since the number of daily powers available is pretty strictly regulated.I'm wondering if the idea of multiple combats a day is so ingrained into the system that this style of play is going to cause major problems down the line. Thoughts?
I haven't seen any guides like this. I'd just wing it. If a character finds a clever non-combat use for a combat power, I'd probably grant a +2 circumstance bonus to their skill check, or something like that.Also, has anyone created any good guides on how to make non-combat uses of combat only powers? Our group always tended to focus more on role-playing, and in 3.x many spells and skills lent themselves to non-combat uses (perhaps with a little ingenuity). This is more difficult in 4e where most every power requires an attack roll and a target. Has anyone else had this issue? And if so, how have they compensated?