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D&D4E: Resource Management between Encounters
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<blockquote data-quote="ptolemy18" data-source="post: 3844923" data-attributes="member: 24970"><p>It seems like a lot of the changes in 4E involve removing the role of Vancian spellcasting... the "15-minute adventuring day" thing. (Which admittedly can get pretty ridiculous in those dungeon crawls where you wake up, go to the next room, get beaten up, camp out.)</p><p></p><p>I've heard that the new edition will have powers which can be used "per round, per encounter, or per day." I wonder to what extent the "per day" will still factor in? I realize this is all speculation, but although resource management during an encounter is obviously a big factor in the game, I hope that resource management BETWEEN the encounters is still supported. So arcane spellcasters won't drag the party down by whining "Guys, I'm out of spells for the day, let's stop." And presumably divine spellcasters won't drag the party down as much by saying "I'm out of healing, let's stop." </p><p></p><p>But stopping at a reasonable point actually feels good from a rhythm and role-playing realism perspective. A day that's longer than 15 minutes but is still a "day." What I'm wondering is... I hope D&D4E still gives the players some incentive to conserve their powers BETWEEN encounters, some mechanic that allows the party to enter encounters at less than full strength, whether beaten and bloodied and exhausted, or with reduced spells and powers, or whatever. Tense battles when you're at increasingly low hit points and spells are one of the core dramatic elements of D&D... that whole feeling where you start the day with your character all healed and ready to go, and then as the day progresses, after one fight too many, you start to think "Oh crap, maybe we have overextended ourselves! This situation is getting bad! The undead have cut off our exit from the dungeon and are breaking through the door! Mayday! Mayday!" (And yes, as a player I enjoy those last-ditch, bloodied-and-beaten encounters too. I like being in a tough game.)</p><p></p><p>Maybe this will mean that arcane spellcasters will have less Vancian "per day" powers, but divine spellcasters (healers) will still have a primarily "per day"-focused power set.</p><p></p><p>I'm not necessarily opposed to alternative rates of healing and so forth, breaking the whole "x hit points per day" paradigm... I just played a "Skull & Bones" d20 game and I really liked their system where hit points regenerate in mere minutes but where you can lose "lives" and limbs and/or be incapacitated for days if you drop below zero hit ponts. That was fun... it made each encounter its own thing, but it still allowed for the possibility of lasting incapacitation that wasn't just plain death. </p><p></p><p>So basically -- I wonder how the allocation of healing magic, and other magic and magic-like abilities, will work in D&D4E to still provide some reason for the players to stop adventuring at a certain point. Some way for encounters to start with the players at half-strength and quarter-strength and so on. (i.e. a middle point between "YAWN... I guess that's enough adventuring for today" and "Half the party is dead, let's stop.") Rather than starting every encounter with a totally predictable level of strength. Which, for me, is pretty undramatic.</p><p></p><p>(P.S. -- If this has all been discussed to death in another format, feel free to post the link instead.)</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 3844923, member: 24970"] It seems like a lot of the changes in 4E involve removing the role of Vancian spellcasting... the "15-minute adventuring day" thing. (Which admittedly can get pretty ridiculous in those dungeon crawls where you wake up, go to the next room, get beaten up, camp out.) I've heard that the new edition will have powers which can be used "per round, per encounter, or per day." I wonder to what extent the "per day" will still factor in? I realize this is all speculation, but although resource management during an encounter is obviously a big factor in the game, I hope that resource management BETWEEN the encounters is still supported. So arcane spellcasters won't drag the party down by whining "Guys, I'm out of spells for the day, let's stop." And presumably divine spellcasters won't drag the party down as much by saying "I'm out of healing, let's stop." But stopping at a reasonable point actually feels good from a rhythm and role-playing realism perspective. A day that's longer than 15 minutes but is still a "day." What I'm wondering is... I hope D&D4E still gives the players some incentive to conserve their powers BETWEEN encounters, some mechanic that allows the party to enter encounters at less than full strength, whether beaten and bloodied and exhausted, or with reduced spells and powers, or whatever. Tense battles when you're at increasingly low hit points and spells are one of the core dramatic elements of D&D... that whole feeling where you start the day with your character all healed and ready to go, and then as the day progresses, after one fight too many, you start to think "Oh crap, maybe we have overextended ourselves! This situation is getting bad! The undead have cut off our exit from the dungeon and are breaking through the door! Mayday! Mayday!" (And yes, as a player I enjoy those last-ditch, bloodied-and-beaten encounters too. I like being in a tough game.) Maybe this will mean that arcane spellcasters will have less Vancian "per day" powers, but divine spellcasters (healers) will still have a primarily "per day"-focused power set. I'm not necessarily opposed to alternative rates of healing and so forth, breaking the whole "x hit points per day" paradigm... I just played a "Skull & Bones" d20 game and I really liked their system where hit points regenerate in mere minutes but where you can lose "lives" and limbs and/or be incapacitated for days if you drop below zero hit ponts. That was fun... it made each encounter its own thing, but it still allowed for the possibility of lasting incapacitation that wasn't just plain death. So basically -- I wonder how the allocation of healing magic, and other magic and magic-like abilities, will work in D&D4E to still provide some reason for the players to stop adventuring at a certain point. Some way for encounters to start with the players at half-strength and quarter-strength and so on. (i.e. a middle point between "YAWN... I guess that's enough adventuring for today" and "Half the party is dead, let's stop.") Rather than starting every encounter with a totally predictable level of strength. Which, for me, is pretty undramatic. (P.S. -- If this has all been discussed to death in another format, feel free to post the link instead.) [/QUOTE]
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