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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7011550" data-attributes="member: 6694190"><p>If we now combines the Rogue + Fighter and let them combine their HPs and Healing Surges, in order to be able to simulate a party where the Defender tries to get the attacks directed towards him/her as a defender, we can start to emulate what would happen in this combined "party" when we force five 4th Edition encounters on this party, but only allow them to have 2 Short Rests. The result is shown in the diagram below. The red line show the HP remaining (expressed in HS value, 4 HS represents 100% of Max HP) for the "average" party member after having faced off 5/3=1.66 encounters of level equal challenge. The blue line shows the remaining HP just before the extended rest, having faced three 1.66 encounters with two one hour short rest in between. As can be seen, has the healing surges not been enough to heal all the damage taken during the three tough encounters at some levels. </p><p></p><p>[ATTACH]80658[/ATTACH]</p><p></p><p>I have not taken into account temp HP, some magic items, external healing (above the use of healing surges), etc. that might have benefitted the party, but most likely this looks like a little too tough challenge - at least to be used as a base line. I have also taken away 2 HS for each player to regain encounter powers during the Short Rests, so that impacts the results as well (which would not have been the case under normal 4th Edition rules).</p><p></p><p>If I instead try to adjust to this later fact and instead emulates that I run four normal 4th Edition level equal encounters during three periods with two Short Rests in between, i.e. 4/3=1.33 encounters of level equal challenge, I get another result:</p><p></p><p>[ATTACH]80659[/ATTACH]</p><p></p><p>Here the blue line is hidden beneath the red line as the Healing Surges is enough to recover all the damages after the two Short Rests, so the result becomes the same before the Extended Rest. As can bee seen this is most likely a more stable encounter design to use as a base line for encounter design.</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7011550, member: 6694190"] If we now combines the Rogue + Fighter and let them combine their HPs and Healing Surges, in order to be able to simulate a party where the Defender tries to get the attacks directed towards him/her as a defender, we can start to emulate what would happen in this combined "party" when we force five 4th Edition encounters on this party, but only allow them to have 2 Short Rests. The result is shown in the diagram below. The red line show the HP remaining (expressed in HS value, 4 HS represents 100% of Max HP) for the "average" party member after having faced off 5/3=1.66 encounters of level equal challenge. The blue line shows the remaining HP just before the extended rest, having faced three 1.66 encounters with two one hour short rest in between. As can be seen, has the healing surges not been enough to heal all the damage taken during the three tough encounters at some levels. [ATTACH=CONFIG]80658._xfImport[/ATTACH] I have not taken into account temp HP, some magic items, external healing (above the use of healing surges), etc. that might have benefitted the party, but most likely this looks like a little too tough challenge - at least to be used as a base line. I have also taken away 2 HS for each player to regain encounter powers during the Short Rests, so that impacts the results as well (which would not have been the case under normal 4th Edition rules). If I instead try to adjust to this later fact and instead emulates that I run four normal 4th Edition level equal encounters during three periods with two Short Rests in between, i.e. 4/3=1.33 encounters of level equal challenge, I get another result: [ATTACH=CONFIG]80659._xfImport[/ATTACH] Here the blue line is hidden beneath the red line as the Healing Surges is enough to recover all the damages after the two Short Rests, so the result becomes the same before the Extended Rest. As can bee seen this is most likely a more stable encounter design to use as a base line for encounter design. [/QUOTE]
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