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General Tabletop Discussion
*Pathfinder & Starfinder
Encounter-based Design: The only smart elephant in the room
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<blockquote data-quote="pemerton" data-source="post: 5968351" data-attributes="member: 42582"><p>Interesting. Can you remember what classes/builds your players were playing?</p><p></p><p>I've found that it is healing surges, not dailies, that provide the "hard cap" on going on - my players tend to ration their dailies, partly out of caution but partly just as a consequence of rational play, because dailies are often situational and so don't get used all at once or straightaway (and the players don't mind this because they know they have them in reserve for if the situation does come up, or if they think it is worth trying to create the situation).</p><p></p><p>If there are builds where non-situational power is locked up in dailies, then I could see how the dynamic would be different.</p><p></p><p>This is closer to my experience, but I'm wondering how build-dependent it is.</p><p></p><p>In my game, there are two strikers. The archer ranger (hybrid cleric) mostly uses Twin Strike together with various encounter immediate actions to attack, and has as dailies a couple of semi-situational cleric options, plus Attacks on the Run which he pulls out in emergencies. The sorcerer uses as his default attacks Blazing Starfall (augmented with feats to do thunder damage and be burst 2) and Flame Spiral (and he has two daily items for getting it back, so often uses it multiple times in an encounter). A lot of his dailies are situational immediate actions that he uses when it makes sense but that are not essential to his damage output.</p><p></p><p>The paladin has melee/close at-wills and encounters, but mostly ranged dailies, and so again they are somewhat situational. And the fighter's mainstay is his suite of close burst encounter powers - he goes to at wills or dailies only in special circumstances.</p><p></p><p>(The fifth PC, an invoker, is new and so I haven't seen yet how he plays. Previously he was a wizard, and played in the sort of way you describe.)</p><p></p><p>So personally I've been impressed how 4e makes dailies useful and important, but not mandatory or ubiquitous.</p><p></p><p>But as I said, maybe this is a build-relative thing.</p><p></p><p>Nothing wrong with a bit of cheese! (For my own group, milestones tend to be enough.)</p><p></p><p>But this does look like a mechanical rather than a playstyle solution - doesn't it?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5968351, member: 42582"] Interesting. Can you remember what classes/builds your players were playing? I've found that it is healing surges, not dailies, that provide the "hard cap" on going on - my players tend to ration their dailies, partly out of caution but partly just as a consequence of rational play, because dailies are often situational and so don't get used all at once or straightaway (and the players don't mind this because they know they have them in reserve for if the situation does come up, or if they think it is worth trying to create the situation). If there are builds where non-situational power is locked up in dailies, then I could see how the dynamic would be different. This is closer to my experience, but I'm wondering how build-dependent it is. In my game, there are two strikers. The archer ranger (hybrid cleric) mostly uses Twin Strike together with various encounter immediate actions to attack, and has as dailies a couple of semi-situational cleric options, plus Attacks on the Run which he pulls out in emergencies. The sorcerer uses as his default attacks Blazing Starfall (augmented with feats to do thunder damage and be burst 2) and Flame Spiral (and he has two daily items for getting it back, so often uses it multiple times in an encounter). A lot of his dailies are situational immediate actions that he uses when it makes sense but that are not essential to his damage output. The paladin has melee/close at-wills and encounters, but mostly ranged dailies, and so again they are somewhat situational. And the fighter's mainstay is his suite of close burst encounter powers - he goes to at wills or dailies only in special circumstances. (The fifth PC, an invoker, is new and so I haven't seen yet how he plays. Previously he was a wizard, and played in the sort of way you describe.) So personally I've been impressed how 4e makes dailies useful and important, but not mandatory or ubiquitous. But as I said, maybe this is a build-relative thing. Nothing wrong with a bit of cheese! (For my own group, milestones tend to be enough.) But this does look like a mechanical rather than a playstyle solution - doesn't it? [/QUOTE]
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Encounter-based Design: The only smart elephant in the room
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