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4th Edition and the 'Adventuring Day'
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<blockquote data-quote="Enrahim2" data-source="post: 8986877" data-attributes="member: 7039850"><p>I want to amplify a point [USER=7040765]@Red Castle[/USER] made. When it come to attrition, losing surges (or using dailies) as part of events/skill challenges appeared to be the clearest way to incorporate that into the game. Combats are too heavy to work well for a style of play that try to give attrition trough multiple battles in a day, and the milestone mechanics also serves to make that work.</p><p></p><p>I think the big problem here is how to render a classic attrition based push your luck dungeon crawl experience into such a thinking? There are a skill challenge example for how to get from the town to the dungeon, but no example for if it could be done similarly for getting from the dungeon entrance to the boss lair? I think if 4ed had managed to from the start managed to present a skill challenge like system that was also applicable for dungeon crawls, then that might have helped a lot. Traps and random encounters could have triggered skill checks with loss of healing surges on failures, rather than being played out.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8986877, member: 7039850"] I want to amplify a point [USER=7040765]@Red Castle[/USER] made. When it come to attrition, losing surges (or using dailies) as part of events/skill challenges appeared to be the clearest way to incorporate that into the game. Combats are too heavy to work well for a style of play that try to give attrition trough multiple battles in a day, and the milestone mechanics also serves to make that work. I think the big problem here is how to render a classic attrition based push your luck dungeon crawl experience into such a thinking? There are a skill challenge example for how to get from the town to the dungeon, but no example for if it could be done similarly for getting from the dungeon entrance to the boss lair? I think if 4ed had managed to from the start managed to present a skill challenge like system that was also applicable for dungeon crawls, then that might have helped a lot. Traps and random encounters could have triggered skill checks with loss of healing surges on failures, rather than being played out. [/QUOTE]
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