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D&D Older Editions
4e and 1 combat a day
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<blockquote data-quote="bardolph" data-source="post: 4335409" data-attributes="member: 2304"><p>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.</p><p></p><p>You just have to make the point that TIME is also a resource that the PCs must manage, and by losing time, they may lose the prize.</p><p></p><p></p><p>The best way is to start with "standard" encounters, evaluate each battle after it's over, and adjust accordingly.</p><p></p><p>Action points and Daily abilities will give the PCs an edge, but the edge isn't huge. Healing is mostly an encounter-based resource, until healing surges start running out. Magic items are the equivalent of action points (recharge daily or milestone), and it doesn't matter how many magic items a PC owns, since they all share a single recharge.</p><p></p><p>I imagine the amount of adjustment should be reasonably small. Probably one equal-level creature per encounter will be enough. Or you can not adjust at all, and throw in some time-sensitive quests that require pressing on in a day.</p><p></p><p></p><p>The balance issues are minor, not major, since the number of daily powers available is pretty strictly regulated.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="bardolph, post: 4335409, member: 2304"] 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. You just have to make the point that TIME is also a resource that the PCs must manage, and by losing time, they may lose the prize. The best way is to start with "standard" encounters, evaluate each battle after it's over, and adjust accordingly. Action points and Daily abilities will give the PCs an edge, but the edge isn't huge. Healing is mostly an encounter-based resource, until healing surges start running out. Magic items are the equivalent of action points (recharge daily or milestone), and it doesn't matter how many magic items a PC owns, since they all share a single recharge. I imagine the amount of adjustment should be reasonably small. Probably one equal-level creature per encounter will be enough. Or you can not adjust at all, and throw in some time-sensitive quests that require pressing on in a day. The balance issues are minor, not major, since the number of daily powers available is pretty strictly regulated. 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. [/QUOTE]
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