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Ampersand: Sneak Attack
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4067907" data-attributes="member: 710"><p>They haven't yet bothered to put the precise definition in any of their previews, but from the Book of Nine Swords, it seems as if they are willing to make a relatively "fixed" definition. They might not say "a encounter is a 120 seconds time span", but they will probably define something like "after 1 to 5 minutes of rest (or at least non-fighting), you can recover your per encounter powers. Which also means that you can still play a "war of attrition" with per encounter powers by sending waves of enemies in short order. Obviously, this should be used with care. </p><p>The nice thing is that even if you go for an attrition fight, their can be three out-comes for the PCs: (1) failure, (2) survival (most daily resources had to be expended, the group will probably want to rest), (3) victory (daily resources were barely touched, the group can go on.). But even (2) allows the group to continue - it's just a lot riskier - but it's not suicide. If the next encounters aren't as tough as the last one, your per encounter powers are still there - you still have some resources. </p><p>3.x didn't allow a big difference between (2) and (3). If you came out of fight that didn't cost you any daily resources, this meant it was an easy fight. (And for the spellcasters, probably a little bit boring, too.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4067907, member: 710"] They haven't yet bothered to put the precise definition in any of their previews, but from the Book of Nine Swords, it seems as if they are willing to make a relatively "fixed" definition. They might not say "a encounter is a 120 seconds time span", but they will probably define something like "after 1 to 5 minutes of rest (or at least non-fighting), you can recover your per encounter powers. Which also means that you can still play a "war of attrition" with per encounter powers by sending waves of enemies in short order. Obviously, this should be used with care. The nice thing is that even if you go for an attrition fight, their can be three out-comes for the PCs: (1) failure, (2) survival (most daily resources had to be expended, the group will probably want to rest), (3) victory (daily resources were barely touched, the group can go on.). But even (2) allows the group to continue - it's just a lot riskier - but it's not suicide. If the next encounters aren't as tough as the last one, your per encounter powers are still there - you still have some resources. 3.x didn't allow a big difference between (2) and (3). If you came out of fight that didn't cost you any daily resources, this meant it was an easy fight. (And for the spellcasters, probably a little bit boring, too.) [/QUOTE]
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