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Dragon Editorial: Fearless
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<blockquote data-quote="Celebrim" data-source="post: 4062990" data-attributes="member: 4937"><p>I don't disagree about them being kissing cousins to 'save or die'. 'Save or die' can take alot of forms beside the obvious and literal one. </p><p></p><p>However, one of our first previews of 4E discussed the problem of the 15 minute adventuring day. In the article they talked about and suggested that the 3E design philosophy had assumed 4 encounters per day each using 25% of your resources, which meant in practice (they said) that all but the 4th encounter was "boring". They said that this had encouraged DMs to adopt an adventure design paradigm where instead of offering 3 "boring" encounters followed by one interesting one, they offered just one huge encounter that required all of the players resources first thing. This was the offered justification for going to a primarily 'per encounter' based system. </p><p></p><p>I offered alot of criticism of that description when they made it, and I don't want to dredge up old arguments. I'm merely pointing out that based on WotC's own discussions of 4E, Lizard has a quite reasonable expectation that the game will work in the way he described.</p><p></p><p>That it doesn't doesn't surprise me, but there you go.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4062990, member: 4937"] I don't disagree about them being kissing cousins to 'save or die'. 'Save or die' can take alot of forms beside the obvious and literal one. However, one of our first previews of 4E discussed the problem of the 15 minute adventuring day. In the article they talked about and suggested that the 3E design philosophy had assumed 4 encounters per day each using 25% of your resources, which meant in practice (they said) that all but the 4th encounter was "boring". They said that this had encouraged DMs to adopt an adventure design paradigm where instead of offering 3 "boring" encounters followed by one interesting one, they offered just one huge encounter that required all of the players resources first thing. This was the offered justification for going to a primarily 'per encounter' based system. I offered alot of criticism of that description when they made it, and I don't want to dredge up old arguments. I'm merely pointing out that based on WotC's own discussions of 4E, Lizard has a quite reasonable expectation that the game will work in the way he described. That it doesn't doesn't surprise me, but there you go. [/QUOTE]
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Dragon Editorial: Fearless
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