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Balance question: Replacing Dailies with Encounters
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<blockquote data-quote="D'karr" data-source="post: 6093491" data-attributes="member: 336"><p>I have not seen it, but I've implemented it with the limit of standard action powers only. I've been toying with the idea, and playtesting with my group for several months. I know that there is a certain "numerical" imbalance because they have more "powerful" attack powers per encounter, but the action economy still limits that to once, twice, at most 3 times. I'm okay with that.</p><p></p><p>At that point your daily limiting resource becomes the healing surge, which I like. It provides a good measure for all classes. As a DM if I want the adventuring day to continue I can allow resurgence of healing surges through magic, provide a "safe" location for uninterrupted rest, or other means.</p><p></p><p>I tinker quite a bit with the rules, and my players are really good at accommodating this type of off the cuff playtesting.</p><p></p><p>We have playtested a bunch of ideas and adopted some for certain scenarios. We just keep increasing our toolbox. We've tested a long term injury/wounds system. Also tested a relational positioning system to have combats without a grid. Quite a bit of testing has gone into alternate ritual casting rules.</p><p></p><p>We have even tested working with all powers all the time. You're still limited to the amount per level (this is for encounter, not daily powers). So that at 1st level you have access to use any of the encounter powers, even changing them from encounter to encounter. However, you can only use one encounter power per encounter. Because obviously at 1st level you only get one encounter power. It's a bit like clerical spells in 3.x, but you select at any time. As long as you don't spam, or exceed the number per level it seems to work fine. It needs more testing and work to make it feasible but it seems to work well if you don't have power gamers. I've also been tweaking milestones specifically for this. Milestones now happen when they actually accomplish something significant (instead of the general every 2 "real" encounters). This helps with the avoidance of spamming.</p><p></p><p>The action economy is what is becoming the delimeter, and I'm really liking that. I've also started allowing "book" spellcasters to select duplicate spells if they want. Most have not taken me up on it, they like the variety rather than the "one trick" pony mentality. I've also started to experiment with quick casting of rituals in combat. That has been a fun experiment.</p><p></p><p>One of my players' favorite "house rules" to date has been the death scene monologue. Whenever, someone actually dies (negative bloodied, or 3 failed death saves) they get a scene as part of the wrapup phase of the encounter. We've had a lot of "cheesy" fun with that one.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6093491, member: 336"] I have not seen it, but I've implemented it with the limit of standard action powers only. I've been toying with the idea, and playtesting with my group for several months. I know that there is a certain "numerical" imbalance because they have more "powerful" attack powers per encounter, but the action economy still limits that to once, twice, at most 3 times. I'm okay with that. At that point your daily limiting resource becomes the healing surge, which I like. It provides a good measure for all classes. As a DM if I want the adventuring day to continue I can allow resurgence of healing surges through magic, provide a "safe" location for uninterrupted rest, or other means. I tinker quite a bit with the rules, and my players are really good at accommodating this type of off the cuff playtesting. We have playtested a bunch of ideas and adopted some for certain scenarios. We just keep increasing our toolbox. We've tested a long term injury/wounds system. Also tested a relational positioning system to have combats without a grid. Quite a bit of testing has gone into alternate ritual casting rules. We have even tested working with all powers all the time. You're still limited to the amount per level (this is for encounter, not daily powers). So that at 1st level you have access to use any of the encounter powers, even changing them from encounter to encounter. However, you can only use one encounter power per encounter. Because obviously at 1st level you only get one encounter power. It's a bit like clerical spells in 3.x, but you select at any time. As long as you don't spam, or exceed the number per level it seems to work fine. It needs more testing and work to make it feasible but it seems to work well if you don't have power gamers. I've also been tweaking milestones specifically for this. Milestones now happen when they actually accomplish something significant (instead of the general every 2 "real" encounters). This helps with the avoidance of spamming. The action economy is what is becoming the delimeter, and I'm really liking that. I've also started allowing "book" spellcasters to select duplicate spells if they want. Most have not taken me up on it, they like the variety rather than the "one trick" pony mentality. I've also started to experiment with quick casting of rituals in combat. That has been a fun experiment. One of my players' favorite "house rules" to date has been the death scene monologue. Whenever, someone actually dies (negative bloodied, or 3 failed death saves) they get a scene as part of the wrapup phase of the encounter. We've had a lot of "cheesy" fun with that one. [/QUOTE]
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