Rhenny
Adventurer
Hello all,
I just wanted to share something I changed in my 4e campaign that seemed to work really well to speed up play and keep PCs moving forward in the story.
Basically, I made some options for when creatures or PCs score a crit in addition to max damage.
I also changed the healing system and got rid of healing surges. I decided to do that to make recovery of hit points seem more natural and less limited so that the PCs decide to take the extended rest when it makes sense in the story not when they run out of healing surges.
I only have one cleric in the party, and the party is only 4th level, so the changes really only take that in mind. I'm not sure if it would work as well at different tiers or with different healing classes.
Last night, we tried it in our VTT game, and it worked really well. In combat healing and out of combat healing was seemless and fluid. All the players liked it and it cleared up the annoying after combat rest where some characters always need to use one or two healing surges to gain back lost hp.
Overall, only 1 critical hit was scored, but it happened in the last fight of the night to begin the battle against a solo monster. The cleric rolled a crit to turn the creature (a zombie beholder - no eye powers) and he decided to apply the massive damage bonus.
Treating short rests as 2nd winds really helps to make in between combat healing easy to manage, and giving PCs the chance to bandage wounded comrades and grant them limited hps gave PCs one more important option in battle. The Wizard was the only one who bandaged another during combat mostly because the dwarven fighter took a wompload of damage from one hit, and the Wizard was standing right next to him when his turn came up.
If you want to read the summary of the adventure you can find it in Story Hour --- Sand's End Campaign.
I hope some of you can use this. Let me know what you think.
I just wanted to share something I changed in my 4e campaign that seemed to work really well to speed up play and keep PCs moving forward in the story.
Basically, I made some options for when creatures or PCs score a crit in addition to max damage.
I also changed the healing system and got rid of healing surges. I decided to do that to make recovery of hit points seem more natural and less limited so that the PCs decide to take the extended rest when it makes sense in the story not when they run out of healing surges.
I only have one cleric in the party, and the party is only 4th level, so the changes really only take that in mind. I'm not sure if it would work as well at different tiers or with different healing classes.
Last night, we tried it in our VTT game, and it worked really well. In combat healing and out of combat healing was seemless and fluid. All the players liked it and it cleared up the annoying after combat rest where some characters always need to use one or two healing surges to gain back lost hp.
Overall, only 1 critical hit was scored, but it happened in the last fight of the night to begin the battle against a solo monster. The cleric rolled a crit to turn the creature (a zombie beholder - no eye powers) and he decided to apply the massive damage bonus.
Treating short rests as 2nd winds really helps to make in between combat healing easy to manage, and giving PCs the chance to bandage wounded comrades and grant them limited hps gave PCs one more important option in battle. The Wizard was the only one who bandaged another during combat mostly because the dwarven fighter took a wompload of damage from one hit, and the Wizard was standing right next to him when his turn came up.
If you want to read the summary of the adventure you can find it in Story Hour --- Sand's End Campaign.
I hope some of you can use this. Let me know what you think.