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Balance question: Replacing Dailies with Encounters
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<blockquote data-quote="davep123" data-source="post: 6093743" data-attributes="member: 93229"><p>In our campaign we replaced dailies with "bloodied" powers, which are of similar strength to dailies but are basically encounter powers that can only be used when bloodied. Narratively, they are represented as a suite of adrenaline-fuelled powers only available to the characters when they are in great pain. It means that when the PCs are badly hurt, they are also at their most dangerous. It also helps solve the problems of grindy combats and PCs going nova in the first round if they know they can treat the fight as their 15 minute working day. So far I haven't found it to be unbalanced with regard to the monster XP budget assumptions. </p><p></p><p>We also have house-ruled variants to the Action Point system and healing surge mechanics. With all these changes the goal has been to make the PCs more fragile but much more dangerous (1) the worse they are hurt in a fight, and (2) the more fights they push through before "resetting" with an extended rest.</p><p></p><p>So far the changes have worked very well for us, so perhaps you might want to experiment with "bloodied" powers in your game.</p></blockquote><p></p>
[QUOTE="davep123, post: 6093743, member: 93229"] In our campaign we replaced dailies with "bloodied" powers, which are of similar strength to dailies but are basically encounter powers that can only be used when bloodied. Narratively, they are represented as a suite of adrenaline-fuelled powers only available to the characters when they are in great pain. It means that when the PCs are badly hurt, they are also at their most dangerous. It also helps solve the problems of grindy combats and PCs going nova in the first round if they know they can treat the fight as their 15 minute working day. So far I haven't found it to be unbalanced with regard to the monster XP budget assumptions. We also have house-ruled variants to the Action Point system and healing surge mechanics. With all these changes the goal has been to make the PCs more fragile but much more dangerous (1) the worse they are hurt in a fight, and (2) the more fights they push through before "resetting" with an extended rest. So far the changes have worked very well for us, so perhaps you might want to experiment with "bloodied" powers in your game. [/QUOTE]
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Balance question: Replacing Dailies with Encounters
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