LittleFuzzy
First Post
Zapp, I do take issue with your constant refrain that players will surely always choose to stop if doing so is possible. That's just not true. Plenty of gamist players like to see how long and hard they can push, and many narrativist players will not choose to stop because the characters would not choose to stop, because the characters know they're engaging in potentially life-threatening tasks and have accepted that risk to do whatever it is they're trying to do. By your statements your group plainly doesn't act that way, but others do. There is a problem with the way your group works with the game system, not with the game system alone. And you may well consider 4E is not the best suited system. No edition of D&D has been particularly gritty, in my experience, and that sounds like the sort of play you and your group prefer.
If you do want to stay with 4E, you'll want to tailor it to the type of game you want. You reacted favorably to the idea of reducing total surges and making them reset on short rests. Another effective method is just to reduce the number of triggers they have available. You don't HAVE to let them have something just because it's in one of the books, you're trying to create a specific type of experience and so you're going to want to limit their options in some ways (and possibly create new options, new items, feats, and powers) to better fit what you're trying to do.
If you do want to stay with 4E, you'll want to tailor it to the type of game you want. You reacted favorably to the idea of reducing total surges and making them reset on short rests. Another effective method is just to reduce the number of triggers they have available. You don't HAVE to let them have something just because it's in one of the books, you're trying to create a specific type of experience and so you're going to want to limit their options in some ways (and possibly create new options, new items, feats, and powers) to better fit what you're trying to do.