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An interesting update
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<blockquote data-quote="Sunseeker" data-source="post: 5980162"><p>So some time ago I queried you all on how allowing people to reuse encounters and dailies in place of another would turn out, so I thought I'd come back with an update on how this has worked out in my game so far. We've gone from level 5 to level 8, and so far, things have been pretty smooth, I've decided to go the route of making dailies and encounters similar to spells and spell slots, and while this treads on the turf of the vancian, noone has really minded.</p><p></p><p>I couldn't seem to rationalize why if a character was trained in an ability, they could only perform it once in a given timeframe. Claiming that it was "very hard" wasn't sufficient because clearly they have other "very hard" abilities they can use afterward.</p><p></p><p>Most classes haven't changed in power level at all. Variety hasn't gone down as my players apparently enjoy the versatility of a diverse power list. </p><p></p><p>The problem however, is healers. Powerful damage spells and attacks still have their range, but with the average healing surge being around 15, healers absolutely rock the battlefield. I've tried amping up the power of my enemies, but I'm pushing dangerously close to foes who are capable of one-shotting my party members.</p><p></p><p>I'm curious on trying out more tactical AI. I realize that this can come off as being a "mean DM", but really I have healers who can repeatedly heal the entire party from near-death to full every turn. </p><p></p><p>So I'm curious for you all 4e DMers, how have your attempts at tactical AI been? Suggestions for styles or approaches? I don't want to punish my party for what I've allowed them to do, but I do want to find some way to keep the apparent over-powered-ness of the healing I've allowed from simply making every fight "tank and spank"?</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5980162"] So some time ago I queried you all on how allowing people to reuse encounters and dailies in place of another would turn out, so I thought I'd come back with an update on how this has worked out in my game so far. We've gone from level 5 to level 8, and so far, things have been pretty smooth, I've decided to go the route of making dailies and encounters similar to spells and spell slots, and while this treads on the turf of the vancian, noone has really minded. I couldn't seem to rationalize why if a character was trained in an ability, they could only perform it once in a given timeframe. Claiming that it was "very hard" wasn't sufficient because clearly they have other "very hard" abilities they can use afterward. Most classes haven't changed in power level at all. Variety hasn't gone down as my players apparently enjoy the versatility of a diverse power list. The problem however, is healers. Powerful damage spells and attacks still have their range, but with the average healing surge being around 15, healers absolutely rock the battlefield. I've tried amping up the power of my enemies, but I'm pushing dangerously close to foes who are capable of one-shotting my party members. I'm curious on trying out more tactical AI. I realize that this can come off as being a "mean DM", but really I have healers who can repeatedly heal the entire party from near-death to full every turn. So I'm curious for you all 4e DMers, how have your attempts at tactical AI been? Suggestions for styles or approaches? I don't want to punish my party for what I've allowed them to do, but I do want to find some way to keep the apparent over-powered-ness of the healing I've allowed from simply making every fight "tank and spank"? [/QUOTE]
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