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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="Rechan" data-source="post: 6051759" data-attributes="member: 54846"><p>There's more you can do to address this. </p><p></p><p>The Rest mechanic can be fiddled with, like any element in D&D. For instance, the rest mechanic simulates a day. The extended rest is "bedding down for the night", so to speak. But you could say, "For this adventure, you can't get the benefits of an extended rest, regardless of how long you try to". For instance, they could be traveling through a place that isn't condusive to rest (like a haunted swamp where their dreams are haunted and they are always on edge). This way they only get one use of that daily power per adventure.</p><p></p><p>This option is useful when for instance due to the constraints of the plot, the PCs would only be having one encounter per day (like traveling along the roads, or other situations where there is a natural lengthy downtime between encounters).</p><p></p><p></p><p>I think things are called differently. Because Healing Surges are the real Hit Points. Your hit points can go up and down, and all you need to do is spend another surge to get more. But when you can't spend a surge, you can't get any hit points, and if you have no surges to spend, you can't regain any.</p><p></p><p>Surges are the between-encounters mechanics. They're not analogous to Wands of CLW because there are 50 charges to a wand, and you can suck down as many potions as you can afford. If you have too many encounters on an adventuring day, you will die because surges are finite. If you can't get an Extended Rest, you're boned.</p><p></p><p>And yet every game of <strong>D&D</strong> that I have played has had a MUCH bigger percentage of the time dedicated to combat.</p></blockquote><p></p>
[QUOTE="Rechan, post: 6051759, member: 54846"] There's more you can do to address this. The Rest mechanic can be fiddled with, like any element in D&D. For instance, the rest mechanic simulates a day. The extended rest is "bedding down for the night", so to speak. But you could say, "For this adventure, you can't get the benefits of an extended rest, regardless of how long you try to". For instance, they could be traveling through a place that isn't condusive to rest (like a haunted swamp where their dreams are haunted and they are always on edge). This way they only get one use of that daily power per adventure. This option is useful when for instance due to the constraints of the plot, the PCs would only be having one encounter per day (like traveling along the roads, or other situations where there is a natural lengthy downtime between encounters). I think things are called differently. Because Healing Surges are the real Hit Points. Your hit points can go up and down, and all you need to do is spend another surge to get more. But when you can't spend a surge, you can't get any hit points, and if you have no surges to spend, you can't regain any. Surges are the between-encounters mechanics. They're not analogous to Wands of CLW because there are 50 charges to a wand, and you can suck down as many potions as you can afford. If you have too many encounters on an adventuring day, you will die because surges are finite. If you can't get an Extended Rest, you're boned. And yet every game of [B]D&D[/B] that I have played has had a MUCH bigger percentage of the time dedicated to combat. [/QUOTE]
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