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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7009177" data-attributes="member: 82106"><p>I don't know. I don't recall a specific place in the 4e DMG where they actually SAY that an adventuring day is 5 encounters, but its at least HEAVILY implied. [MENTION=6694190]Myrhdraak[/MENTION]'s math shows that characters are generally set up to handle about 4 encounters just by virtue of their HS, roughly. This doesn't account for the fact that PCs have a significant 'nova' capability by way of APs and daily powers. Nor does it take into account that most healing will be leader-enhanced, which can be a BIG enhancement (a level 1 cleric adds about 6-7 points PER SURGE to 2 surges per encounter, and possibly some added bonus points depending on what powers and etc he selects). Items and such can also provide a good bit of bonus points. With those factors added in its pretty likely PCs will manage 5 encounters without too many problems, unless they happen to be really tough or misfortune intervenes. I think [MENTION=42582]pemerton[/MENTION] is right too, at higher levels these numbers tend to change, rests become less vital and the more routine encounters become increasingly less significant, resource-wise. </p><p></p><p>Its working reasonably well in HoML. Daily powers became 'Vitality' powers, requiring spending an HS, and encounter powers can be recharged too (though obviously a lot of them are overshadowed by the vitality powers, still, you don't get a lot of power choices in HoML so often these are still well worth it). </p><p></p><p></p><p>This is another of those 'read between the lines' definitions. Its TRUE, literally mechanically by RAW, and even stated at least once (in the section on durations in the combat chapter) but never stated AS SUCH, simply by rules implication. Encounter powers recharge, HS can be spent, your AP use ability, etc are all gated on a short rest. Even durations of powers with encounter duration continue (at least for 5 minutes) until the next short rest. </p><p></p><p></p><p></p><p>I don't think you get what 5e gives you, exactly, and it definitely creates some oddities in the game, though I'm sure its one of those things where most people won't care or even notice.</p><p></p><p></p><p></p><p>Yeah, this is something I favor too. You can go the other way as well, granting a rest after a mere pause in the action, if its dramatically worthwhile. You can also go sideways, granting more or less benefit from a rest. One traditional way to do this is injecting some resource like a 'healing fountain' or something into the adventure at some point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7009177, member: 82106"] I don't know. I don't recall a specific place in the 4e DMG where they actually SAY that an adventuring day is 5 encounters, but its at least HEAVILY implied. [MENTION=6694190]Myrhdraak[/MENTION]'s math shows that characters are generally set up to handle about 4 encounters just by virtue of their HS, roughly. This doesn't account for the fact that PCs have a significant 'nova' capability by way of APs and daily powers. Nor does it take into account that most healing will be leader-enhanced, which can be a BIG enhancement (a level 1 cleric adds about 6-7 points PER SURGE to 2 surges per encounter, and possibly some added bonus points depending on what powers and etc he selects). Items and such can also provide a good bit of bonus points. With those factors added in its pretty likely PCs will manage 5 encounters without too many problems, unless they happen to be really tough or misfortune intervenes. I think [MENTION=42582]pemerton[/MENTION] is right too, at higher levels these numbers tend to change, rests become less vital and the more routine encounters become increasingly less significant, resource-wise. Its working reasonably well in HoML. Daily powers became 'Vitality' powers, requiring spending an HS, and encounter powers can be recharged too (though obviously a lot of them are overshadowed by the vitality powers, still, you don't get a lot of power choices in HoML so often these are still well worth it). This is another of those 'read between the lines' definitions. Its TRUE, literally mechanically by RAW, and even stated at least once (in the section on durations in the combat chapter) but never stated AS SUCH, simply by rules implication. Encounter powers recharge, HS can be spent, your AP use ability, etc are all gated on a short rest. Even durations of powers with encounter duration continue (at least for 5 minutes) until the next short rest. I don't think you get what 5e gives you, exactly, and it definitely creates some oddities in the game, though I'm sure its one of those things where most people won't care or even notice. Yeah, this is something I favor too. You can go the other way as well, granting a rest after a mere pause in the action, if its dramatically worthwhile. You can also go sideways, granting more or less benefit from a rest. One traditional way to do this is injecting some resource like a 'healing fountain' or something into the adventure at some point. [/QUOTE]
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