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D&D Older Editions, OSR, & D&D Variants
4e Special Ability PER Encounter stinks...
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<blockquote data-quote="Imaro" data-source="post: 3756426" data-attributes="member: 48965"><p>Here's some thoughts I had on per encounter abilities, they relate to the two posts below on anothe thread, but seem appropriate here as well...</p><p></p><p>Quote:</p><p>Originally Posted by gizmo33</p><p>So what happens here? That hitpoints (and by extension healing magic) become the only significant resource, or do even they respawn with a moment's rest? If the party never feels the need to retreat, then basically all possible 4E outcomes boil down to victory or death? </p><p> </p><p></p><p></p><p></p><p></p><p>Quote:</p><p>Originally Posted by Patryn of Elvenshae</p><p>In Saga terms, the Jedi can certainly attack with his lightsaber every round and can continue to do so as long as he has Hit Points. However, using a properly timed and placed Force Slam to beat up a horde of battle droids / clone troopers / stormtroopers is fun. And being able to do that once or twice in each combat is fun. Being able to do that once a day is less fun (because it's less likely you'll use it or more likely that once you use it it'll be time to take a sizeable break). </p><p></p><p></p><p></p><p>I wanted to comment on these two posts. I bought Star Wars SE and have found a problem, at least IMHO, with the whole replenishing encounters, and it is exactly what gizmo33 states above. With very little resources to waste, the "mook" encounters serve no purpose but scenery with the most risk coming from random occurences like max damage rolled or a critical hit on the players...otherwise these encounters really require very little tactical thought or strategy to beat. In essence my players(mostly jedi and one soldier) threw hella force powers at the "mooks" and obliterated them as long as they're initiative was high enough. They didn't have to worry at all about resource management since, as long as they lived, they'd be a-ok(all their power refreshed in the next encounter).</p><p></p><p>While the "Big Bad" encounters require tactics and strategy, it really becomes an all or nothing type thing with the encounters. If you waste your resources without thought on the BB encounter, then you'll probably die. It's a little jarring actually, since the two modes of play don't mesh or complement(in the case of teaching actual strategy with less dangerous encounters) very well.</p><p></p><p>This is something that kind of turned me off Star Wars(though there is still enough in the realm of streamlining that I would play it again). I found the "mook" encounters a total bore as GM, and after enough play I think my players began to look at them as little more than an anoyance to get to the BB. I guess this is great for Star Wars, ut I worry about it in D&D.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3756426, member: 48965"] Here's some thoughts I had on per encounter abilities, they relate to the two posts below on anothe thread, but seem appropriate here as well... Quote: Originally Posted by gizmo33 So what happens here? That hitpoints (and by extension healing magic) become the only significant resource, or do even they respawn with a moment's rest? If the party never feels the need to retreat, then basically all possible 4E outcomes boil down to victory or death? Quote: Originally Posted by Patryn of Elvenshae In Saga terms, the Jedi can certainly attack with his lightsaber every round and can continue to do so as long as he has Hit Points. However, using a properly timed and placed Force Slam to beat up a horde of battle droids / clone troopers / stormtroopers is fun. And being able to do that once or twice in each combat is fun. Being able to do that once a day is less fun (because it's less likely you'll use it or more likely that once you use it it'll be time to take a sizeable break). I wanted to comment on these two posts. I bought Star Wars SE and have found a problem, at least IMHO, with the whole replenishing encounters, and it is exactly what gizmo33 states above. With very little resources to waste, the "mook" encounters serve no purpose but scenery with the most risk coming from random occurences like max damage rolled or a critical hit on the players...otherwise these encounters really require very little tactical thought or strategy to beat. In essence my players(mostly jedi and one soldier) threw hella force powers at the "mooks" and obliterated them as long as they're initiative was high enough. They didn't have to worry at all about resource management since, as long as they lived, they'd be a-ok(all their power refreshed in the next encounter). While the "Big Bad" encounters require tactics and strategy, it really becomes an all or nothing type thing with the encounters. If you waste your resources without thought on the BB encounter, then you'll probably die. It's a little jarring actually, since the two modes of play don't mesh or complement(in the case of teaching actual strategy with less dangerous encounters) very well. This is something that kind of turned me off Star Wars(though there is still enough in the realm of streamlining that I would play it again). I found the "mook" encounters a total bore as GM, and after enough play I think my players began to look at them as little more than an anoyance to get to the BB. I guess this is great for Star Wars, ut I worry about it in D&D. [/QUOTE]
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