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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Constitution - what a waste of time !
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<blockquote data-quote="Smeelbo" data-source="post: 4654341" data-attributes="member: 81898"><p>My understanding is that as level rises, combats become longer, and so my strategy has been to make the best use of <em>At-Wills</em>. The more rounds combat lasts, the more rounds you won't use an <em>Encounter </em>or<em> Daily</em>. So you want a flexible mix of <em>At-Wills</em>, and to maximize their effectiveness.</p><p> </p><p>For example, the rogue I built for the kid who's playing has <em>Sly Flourish</em> and <em>Disheartening Strike</em>. When damage dealing is best, <em>Flourish</em> rules, but against a tougher or more dangerous opponent, <em>Disheartening</em> may be a better option.</p><p> </p><p>For my ranger, <em>Twin Strike</em> is very reliably good. Choosing abilities and aiming at items that maximizes <em>Twin Strike</em>, such as <em>Dwarven Weapon Training </em>and <em>Iron Armguards of Power</em>, means that running out of <em>Encounters </em>and<em> Dailies</em> is less crippling. Indeed, last night, all I needed was <em>Twin Strike</em>.</p><p> </p><p>So again, like others have observed, the limiting resource appears to be <em>Healing Surges</em>. My experience with <em>4E</em> is only a few sessions as of yet, but it seems obvious to me that a well honed group will get a lot farther with those surges. So last night, we had three strikers, warlock, rogue, and ranger, and the rogue and ranger used 4 surges each during and after the fight. So we are half-way to an extended rest. With a decent defender and leader, we'd have used half that many surges, I think. I am sure a well played, well balanced group could generally go four combats before an extended rest. But like I said, our group at the comic store is a small core of regulars, and whoever else shows up.</p><p> </p><p>The referee has set the clock ticking. The Goblins have some Master Plan, and Operation <strong>DOOM</strong>SDAY begins soon. We probably have at most one extended rest before they invade.</p><p> </p><p>So in conclusion, a good group and a good referee can minimize the tendency for frequent extended rests.</p><p> </p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4654341, member: 81898"] My understanding is that as level rises, combats become longer, and so my strategy has been to make the best use of [I]At-Wills[/I]. The more rounds combat lasts, the more rounds you won't use an [I]Encounter [/I]or[I] Daily[/I]. So you want a flexible mix of [I]At-Wills[/I], and to maximize their effectiveness. For example, the rogue I built for the kid who's playing has [I]Sly Flourish[/I] and [I]Disheartening Strike[/I]. When damage dealing is best, [I]Flourish[/I] rules, but against a tougher or more dangerous opponent, [I]Disheartening[/I] may be a better option. For my ranger, [I]Twin Strike[/I] is very reliably good. Choosing abilities and aiming at items that maximizes [I]Twin Strike[/I], such as [I]Dwarven Weapon Training [/I]and [I]Iron Armguards of Power[/I], means that running out of [I]Encounters [/I]and[I] Dailies[/I] is less crippling. Indeed, last night, all I needed was [I]Twin Strike[/I]. So again, like others have observed, the limiting resource appears to be [I]Healing Surges[/I]. My experience with [I]4E[/I] is only a few sessions as of yet, but it seems obvious to me that a well honed group will get a lot farther with those surges. So last night, we had three strikers, warlock, rogue, and ranger, and the rogue and ranger used 4 surges each during and after the fight. So we are half-way to an extended rest. With a decent defender and leader, we'd have used half that many surges, I think. I am sure a well played, well balanced group could generally go four combats before an extended rest. But like I said, our group at the comic store is a small core of regulars, and whoever else shows up. The referee has set the clock ticking. The Goblins have some Master Plan, and Operation [B]DOOM[/B]SDAY begins soon. We probably have at most one extended rest before they invade. So in conclusion, a good group and a good referee can minimize the tendency for frequent extended rests. [B]Smeelbo[/B] [/QUOTE]
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