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DMs: Managing your (4e) combats
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<blockquote data-quote="Tav_Behemoth" data-source="post: 4528670" data-attributes="member: 18017"><p>I like the idea of encounter recharge. It'd be cool if this was tied into a tactical choice on the battlemat, to increase the fluidity of the combat and encourage multiple different objectives beyond "gang up and whack". If you can get past the zombies over to the braziers on the altar, the smoke might let you recharge a divine power. If the white dragon can get into the water and turn it to ice, it might be able to recharge its breath weapon faster.</p><p></p><p>One problem we saw very early on was that if the adventure design involves time pressure, our PCs felt like there was no time to waste; we can't be taking a five minute smoke break when the nasties are about to sacrifice the maiden! This felt like entering slog mode (no encounter powers, no healing) was a punishment for making a decision to rush forward that was appropriate in-character; fun combats were a reward for being good little meta-gamers and not thinking too hard about whether it made narrative or character-motivation sense to always take five in the middle of the action.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 4528670, member: 18017"] I like the idea of encounter recharge. It'd be cool if this was tied into a tactical choice on the battlemat, to increase the fluidity of the combat and encourage multiple different objectives beyond "gang up and whack". If you can get past the zombies over to the braziers on the altar, the smoke might let you recharge a divine power. If the white dragon can get into the water and turn it to ice, it might be able to recharge its breath weapon faster. One problem we saw very early on was that if the adventure design involves time pressure, our PCs felt like there was no time to waste; we can't be taking a five minute smoke break when the nasties are about to sacrifice the maiden! This felt like entering slog mode (no encounter powers, no healing) was a punishment for making a decision to rush forward that was appropriate in-character; fun combats were a reward for being good little meta-gamers and not thinking too hard about whether it made narrative or character-motivation sense to always take five in the middle of the action. [/QUOTE]
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