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D&D4E: Resource Management between Encounters
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<blockquote data-quote="ptolemy18" data-source="post: 3846888" data-attributes="member: 24970"><p>Well.... I could love it or I could hate it. We'll see how it goes. In most RPGs that I've played that aren't D&D (i.e. most modern settings or sci-fi settings), damage is a big deal and it takes days to heal... but most RPGs don't have as high a percentage of combat as D&D does.</p><p></p><p>The "one big encounter per day instead of four little ones" was definitely a wise perception on the part of the designers, as it's true that this happens a lot, particularly in wilderness encounters. Although I'd say that the classic dungeon crawl is what the 4-encounters thing was built for... the archetypal "war of attrition where you are gradually weakened by one little encounter after another". Maybe they'll redefine the idea of "encounters" so that rather than being a single room, an encounter might be a complex of rooms or an entire dungeon level.</p><p></p><p>This may very well be the biggest argument between players and DMs in 4E: "The encounter is over!" "No it's not! As you wipe off your swords from the last battle, you hear something moving towards you down the dark corridor!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Basically, I love those "fight to the death" encounters where half the party is unconscious and it looks like everyone is doomed. The "will we all die here?" moments. The "a bridge too far" moments. The "half the party is knocked out and the dwarf fighter has to carry them on his back and drag them out of the dungeon" moments. Those are my favorite moments in D&D. (Well, I do like actually SURVIVING those moments, but I like the rough play.) I assume -- or maybe I hope -- that there will still be a way to support this kind of "attrition effect" play in 4E, but I'll have to wait to see how it works out.</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 3846888, member: 24970"] Well.... I could love it or I could hate it. We'll see how it goes. In most RPGs that I've played that aren't D&D (i.e. most modern settings or sci-fi settings), damage is a big deal and it takes days to heal... but most RPGs don't have as high a percentage of combat as D&D does. The "one big encounter per day instead of four little ones" was definitely a wise perception on the part of the designers, as it's true that this happens a lot, particularly in wilderness encounters. Although I'd say that the classic dungeon crawl is what the 4-encounters thing was built for... the archetypal "war of attrition where you are gradually weakened by one little encounter after another". Maybe they'll redefine the idea of "encounters" so that rather than being a single room, an encounter might be a complex of rooms or an entire dungeon level. This may very well be the biggest argument between players and DMs in 4E: "The encounter is over!" "No it's not! As you wipe off your swords from the last battle, you hear something moving towards you down the dark corridor!" ;) Basically, I love those "fight to the death" encounters where half the party is unconscious and it looks like everyone is doomed. The "will we all die here?" moments. The "a bridge too far" moments. The "half the party is knocked out and the dwarf fighter has to carry them on his back and drag them out of the dungeon" moments. Those are my favorite moments in D&D. (Well, I do like actually SURVIVING those moments, but I like the rough play.) I assume -- or maybe I hope -- that there will still be a way to support this kind of "attrition effect" play in 4E, but I'll have to wait to see how it works out. [/QUOTE]
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