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General Tabletop Discussion
*Pathfinder & Starfinder
Does hitting a milestone need more sizzle?
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<blockquote data-quote="tafkamhokie" data-source="post: 4269007" data-attributes="member: 62064"><p>One of the things about 3e that bugs me (especially at higher levels) is the "15 minute workday" where you scry, buff, teleport, KABOOM, then go home and rest.</p><p></p><p>One of the things that was encouraging to me in my playtests of 4e is that a party can keep going through 3, 4, 5+ encounters with little problem.</p><p></p><p>But on about my 3rd playtest, I had an entire party save their dailies and action points for the final fight. If you thought the fully buffed 3e party was nasty, wait until you see what a 4e party with action points and dailies to burn can do.</p><p></p><p>Which gets me to my question. A milestone is completing two encounters. You get an action point at a milestone (but you get one after an extended rest too). Some magic items recharge at a milestone. If you were raised, you need to complete three milestones to remove your -1 penalty. More often than not, you are better off tactically going through one encounter, blowing your whole wad, then taking an extended rest...just like in 3e.</p><p></p><p>I've been thinking about adding a carrot of some kind to hitting a milestone to encourage characters to keep adventuring when feasible. Sure, you can construct an adventure that is working on a deadline, but those get old after awhile.</p><p></p><p>Would making the action point you get for hitting a milestone something like a Super Action Point that could be used to:</p><p></p><p>Reroll one attack roll, or opponent's attack roll against you, or</p><p>Recover one encounter power, or</p><p>Automatically make one saving throw, or</p><p>Automatically stabilize if unconscious, or</p><p>Gain an additional standard action</p><p></p><p>Would that be enough (or too much) of an incentive to not just do the rest-encounter-rest-encounter-etc. routine?</p></blockquote><p></p>
[QUOTE="tafkamhokie, post: 4269007, member: 62064"] One of the things about 3e that bugs me (especially at higher levels) is the "15 minute workday" where you scry, buff, teleport, KABOOM, then go home and rest. One of the things that was encouraging to me in my playtests of 4e is that a party can keep going through 3, 4, 5+ encounters with little problem. But on about my 3rd playtest, I had an entire party save their dailies and action points for the final fight. If you thought the fully buffed 3e party was nasty, wait until you see what a 4e party with action points and dailies to burn can do. Which gets me to my question. A milestone is completing two encounters. You get an action point at a milestone (but you get one after an extended rest too). Some magic items recharge at a milestone. If you were raised, you need to complete three milestones to remove your -1 penalty. More often than not, you are better off tactically going through one encounter, blowing your whole wad, then taking an extended rest...just like in 3e. I've been thinking about adding a carrot of some kind to hitting a milestone to encourage characters to keep adventuring when feasible. Sure, you can construct an adventure that is working on a deadline, but those get old after awhile. Would making the action point you get for hitting a milestone something like a Super Action Point that could be used to: Reroll one attack roll, or opponent's attack roll against you, or Recover one encounter power, or Automatically make one saving throw, or Automatically stabilize if unconscious, or Gain an additional standard action Would that be enough (or too much) of an incentive to not just do the rest-encounter-rest-encounter-etc. routine? [/QUOTE]
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Does hitting a milestone need more sizzle?
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