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A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="napoleonbuff" data-source="post: 5279675" data-attributes="member: 69901"><p>Fortunately, with a cleric, warlord and paladin in a seven-player party, there are plenty of ways for my group to avoid a TPK.</p><p> </p><p>Plus, with the method I instituted, it seems like the players will never be too far down the power curve from where they started the day, so as long as they make sure they have some healing possibilities before going into an encounter, it doesn't seem like they'll be too far off from the first encounter of the day in terms of danger.</p><p> </p><p>For example, this past weekend the warlord was down to just 1 healing surge after the fourth encounter, but the paladin still had both his lay on hands in reserves (and plenty of surges of his own), while the cleric had cure serious wounds (not to mention other surgeless healing).</p><p> </p><p>After the fifth encounter, the warlord was out of healing surges, so even with multiple healing methods available, the party decided to call a halt.</p><p> </p><p>At least with my group, I think the xp bonus and the ability to recover some dailies gives little mechanical incentives to press on, but not so much that they'll tend to being overly reckless.</p></blockquote><p></p>
[QUOTE="napoleonbuff, post: 5279675, member: 69901"] Fortunately, with a cleric, warlord and paladin in a seven-player party, there are plenty of ways for my group to avoid a TPK. Plus, with the method I instituted, it seems like the players will never be too far down the power curve from where they started the day, so as long as they make sure they have some healing possibilities before going into an encounter, it doesn't seem like they'll be too far off from the first encounter of the day in terms of danger. For example, this past weekend the warlord was down to just 1 healing surge after the fourth encounter, but the paladin still had both his lay on hands in reserves (and plenty of surges of his own), while the cleric had cure serious wounds (not to mention other surgeless healing). After the fifth encounter, the warlord was out of healing surges, so even with multiple healing methods available, the party decided to call a halt. At least with my group, I think the xp bonus and the ability to recover some dailies gives little mechanical incentives to press on, but not so much that they'll tend to being overly reckless. [/QUOTE]
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