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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7005682" data-attributes="member: 6694190"><p>The 1 hour rest might have an impact in a dangerous zone, such as a dungeon, where there is limited available areas to find a safe haven for 1 hour. In 4th Edition this is not the case. A dungeon of 4 major encounter areas would guarantee 3 short rests between each area, with full recovery of encounter powers and HP between each encounter. That would not be the case if the short rest were 1 hour and there is no chance in hell to find a spot without leaving the dungeon. As a DM this could allow me to create 3 simple encounters and one really hard. The first three is basic skirmish and the final one uses the full advantage of 4th edition tactial combat. The first would involve at least 2+2+2+2 hours of tactical combat the later maybe ½+½+½+2 hours, while still having a nice 4th Edition experience in the last battle, leaving me with 3½ hours of exploration, puzzles and roleplaying opportunities I could never had fit in to the 4th edition version of the dungeon during the same time period.</p><p></p><p>However, as you say, it would not solve the Ogre ambush while travelling to the Dungeon of Doom. That would require another mechanism. What would that be? You could go back to 1st edition with no healing surges whatsoever. You only recover encounter powers after a short rest. You regain 2 hit points after an extended rest. Yes, now those two Ogres would have a serious impact on the party. Maybe the party will have to try to find solace somewhere in the dark forest for two weeks to recover enought hit points to dare enter the Dungeon of Doom. I might not want to take my game back to those lovely days again (without risking by players' wrath), but I hope you see my point. There are mechanisms - parameters - that changes how taxing the Ogre encounter becomes.</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7005682, member: 6694190"] The 1 hour rest might have an impact in a dangerous zone, such as a dungeon, where there is limited available areas to find a safe haven for 1 hour. In 4th Edition this is not the case. A dungeon of 4 major encounter areas would guarantee 3 short rests between each area, with full recovery of encounter powers and HP between each encounter. That would not be the case if the short rest were 1 hour and there is no chance in hell to find a spot without leaving the dungeon. As a DM this could allow me to create 3 simple encounters and one really hard. The first three is basic skirmish and the final one uses the full advantage of 4th edition tactial combat. The first would involve at least 2+2+2+2 hours of tactical combat the later maybe ½+½+½+2 hours, while still having a nice 4th Edition experience in the last battle, leaving me with 3½ hours of exploration, puzzles and roleplaying opportunities I could never had fit in to the 4th edition version of the dungeon during the same time period. However, as you say, it would not solve the Ogre ambush while travelling to the Dungeon of Doom. That would require another mechanism. What would that be? You could go back to 1st edition with no healing surges whatsoever. You only recover encounter powers after a short rest. You regain 2 hit points after an extended rest. Yes, now those two Ogres would have a serious impact on the party. Maybe the party will have to try to find solace somewhere in the dark forest for two weeks to recover enought hit points to dare enter the Dungeon of Doom. I might not want to take my game back to those lovely days again (without risking by players' wrath), but I hope you see my point. There are mechanisms - parameters - that changes how taxing the Ogre encounter becomes. [/QUOTE]
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