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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="dkyle" data-source="post: 6051940" data-attributes="member: 70707"><p>Why is it so important for HP to be an encounter resource? Why can't healing surges play the role you're looking for?</p><p></p><p></p><p></p><p>This is barely any real distinction. If you run out of healing surges during a combat in 4E, you are in some pretty serious trouble. The net game effect is similar; choices made (and rolls botched) early in the day matter, even though you get your HP back.</p><p></p><p></p><p>And in any event, it's extremely trivial to adjust rest times if they produce a story pace that isn't compatible with the kind of campaign you want to run. It doesn't change game balance to make a short rest last overnight, and an extended rest into a weekend. It just adjusts the story pace. Rests are narrative elements, not gameplay elements.</p><p></p><p></p><p></p><p>Well, this should really be "pre-3E", since 3E is where most class abilities stopped being exclusive, through feats and such.</p><p></p><p>But I think you're paying too much attention to what a "class" can do, when what really matters is what a "character" can do that makes them special. Sure, not only Rogues can hide in shadows, but it still takes build resources to build a character that can hide in the same kinds of shadows a Rogue can hide in. A character that can hide in shadows is still special.</p><p></p><p></p><p></p><p>That's not how it's supposed to work.</p><p></p><p>Skill checks do exactly what makes sense within the fiction, as in every past edition of D&D, PLUS they can count as a success towards a skill challenge. Skill challenges do not replace the game fiction. They provide mechanics to augment and support it, and give the DM a basis to say "OK, guys, your plan worked!" other than pure fiat.</p></blockquote><p></p>
[QUOTE="dkyle, post: 6051940, member: 70707"] Why is it so important for HP to be an encounter resource? Why can't healing surges play the role you're looking for? This is barely any real distinction. If you run out of healing surges during a combat in 4E, you are in some pretty serious trouble. The net game effect is similar; choices made (and rolls botched) early in the day matter, even though you get your HP back. And in any event, it's extremely trivial to adjust rest times if they produce a story pace that isn't compatible with the kind of campaign you want to run. It doesn't change game balance to make a short rest last overnight, and an extended rest into a weekend. It just adjusts the story pace. Rests are narrative elements, not gameplay elements. Well, this should really be "pre-3E", since 3E is where most class abilities stopped being exclusive, through feats and such. But I think you're paying too much attention to what a "class" can do, when what really matters is what a "character" can do that makes them special. Sure, not only Rogues can hide in shadows, but it still takes build resources to build a character that can hide in the same kinds of shadows a Rogue can hide in. A character that can hide in shadows is still special. That's not how it's supposed to work. Skill checks do exactly what makes sense within the fiction, as in every past edition of D&D, PLUS they can count as a success towards a skill challenge. Skill challenges do not replace the game fiction. They provide mechanics to augment and support it, and give the DM a basis to say "OK, guys, your plan worked!" other than pure fiat. [/QUOTE]
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