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Blog post: Speeding up Combat #3 - Barking up the Wrong Tree
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5451803" data-attributes="member: 98255"><p>I like some of the ideas presented for threatening the PCs resources and making rest periods not a "given" to make players put a little more thought into "going nova" with dailies when they think they can get away with it.</p><p></p><p>I had considered using both solutions and may experiment with them in my next game. I am also thinking of using a different "recharge mechanic," for lack of a better term.</p><p></p><p>I like the idea of using surges as a resource. It fairly well represents the idea of a stamina or endurance meter. In our home games, we use surges as fuel for rituals (but have eliminated most of the monetary costs). We are also using a system where you must spend surges to regain hit points, even during an extended rest. I am also going to experiment with taking this one step further, and having daily powers only refresh if a character spends healing surges to do so. We also have the option of using them to recharge encounter powers <strong>during</strong> an encounter.</p><p></p><p>Granted, our "adventuring day" is not the standard x encounters-per-day; typically it's far fewer, unless in a dungeon, so this is actually a necessary change to put the challenge back into fighting monsters.</p><p></p><p>The downside to this, and the other solutions I've seen presented, is as you've pointed out, contrary to some of the more recently established wisdom in ending encounters quicker. Forcing players to ration resources more makes them cautious and less likely to nova and end a battle quickly if they can do the same thing by just hammering away for a bit longer with at-wills and encounter powers.</p><p></p><p>Food for thought though.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5451803, member: 98255"] I like some of the ideas presented for threatening the PCs resources and making rest periods not a "given" to make players put a little more thought into "going nova" with dailies when they think they can get away with it. I had considered using both solutions and may experiment with them in my next game. I am also thinking of using a different "recharge mechanic," for lack of a better term. I like the idea of using surges as a resource. It fairly well represents the idea of a stamina or endurance meter. In our home games, we use surges as fuel for rituals (but have eliminated most of the monetary costs). We are also using a system where you must spend surges to regain hit points, even during an extended rest. I am also going to experiment with taking this one step further, and having daily powers only refresh if a character spends healing surges to do so. We also have the option of using them to recharge encounter powers [B]during[/B] an encounter. Granted, our "adventuring day" is not the standard x encounters-per-day; typically it's far fewer, unless in a dungeon, so this is actually a necessary change to put the challenge back into fighting monsters. The downside to this, and the other solutions I've seen presented, is as you've pointed out, contrary to some of the more recently established wisdom in ending encounters quicker. Forcing players to ration resources more makes them cautious and less likely to nova and end a battle quickly if they can do the same thing by just hammering away for a bit longer with at-wills and encounter powers. Food for thought though. [/QUOTE]
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Blog post: Speeding up Combat #3 - Barking up the Wrong Tree
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