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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7021036" data-attributes="member: 6694190"><p>Now I have been modelling some of the assumptions I did above. I have degrade the HS value to 1/6th of the Full HP. I have reduced the ability to heal to 2 HS during a short rest plus 1 HS of temp HP after a Second Wind. I also put the limit of HS you could recover after an Extended Rest to half, and you have to use any remaining HS value to regain HP from an Extended Rest. What is then the result? You find it below.</p><p></p><p>The first three staples show the first three battles and the HS value going into those rounds. Green bar shows the average healing capabilities of one cleric in the party (at 6th level with 5 players). As we can see is adventuring day quite well balanced against a foe of equal level to the party (also assuming three single encounters). The party is fully recovered after the extended rest (6+6=12 HS they started with the first day), but then the HS value for the second day would be 21/2=10.5 HS during the second day, limiting their abilities to take on tough challenges a second day in a row.</p><p></p><p>[ATTACH]80993[/ATTACH]</p><p></p><p>If we look at a monster one level higher than the party on average, the day is going to be much tougher.</p><p></p><p>[ATTACH]80994[/ATTACH]</p><p></p><p>We can now see that the party would have a tough time getting through the third encounter, even with some healing if they did not have other characters who had invested in some extra healing capabilities. The Party would only have 4.5 HS in HP rather than 12 after an extended rest and would need to use 7.5 or the 10.5 HS just to wake up with full HP, limiting the remaining HS the second day to 3 HS.</p><p></p><p>As we can see, this would be a much tougher environment than standard 4th Edition. Is it too tough?</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7021036, member: 6694190"] Now I have been modelling some of the assumptions I did above. I have degrade the HS value to 1/6th of the Full HP. I have reduced the ability to heal to 2 HS during a short rest plus 1 HS of temp HP after a Second Wind. I also put the limit of HS you could recover after an Extended Rest to half, and you have to use any remaining HS value to regain HP from an Extended Rest. What is then the result? You find it below. The first three staples show the first three battles and the HS value going into those rounds. Green bar shows the average healing capabilities of one cleric in the party (at 6th level with 5 players). As we can see is adventuring day quite well balanced against a foe of equal level to the party (also assuming three single encounters). The party is fully recovered after the extended rest (6+6=12 HS they started with the first day), but then the HS value for the second day would be 21/2=10.5 HS during the second day, limiting their abilities to take on tough challenges a second day in a row. [ATTACH=CONFIG]80993._xfImport[/ATTACH] If we look at a monster one level higher than the party on average, the day is going to be much tougher. [ATTACH=CONFIG]80994._xfImport[/ATTACH] We can now see that the party would have a tough time getting through the third encounter, even with some healing if they did not have other characters who had invested in some extra healing capabilities. The Party would only have 4.5 HS in HP rather than 12 after an extended rest and would need to use 7.5 or the 10.5 HS just to wake up with full HP, limiting the remaining HS the second day to 3 HS. As we can see, this would be a much tougher environment than standard 4th Edition. Is it too tough? [/QUOTE]
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