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*Dungeons & Dragons
Encounter Pwr Recharge House Rule?
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<blockquote data-quote="Quickleaf" data-source="post: 6017591" data-attributes="member: 20323"><p>[MENTION=413]Uller[/MENTION]</p><p></p><p>If you want a house rule I like the healing surges for encounter powers suggestion [MENTION=98255]Nemesis Destiny[/MENTION] made. EDIT: it has the benefit of mitigating your wizard from recharging many encounter spells this way, because they need their few surges for healing.</p><p></p><p>However, there is more to an interesting combat encounter besides the power or force of arms each side brings to bear...in 4e terms this would be encounter scripting, traps/hazards, or skill challenges. </p><p></p><p>Basically, in major encounters either introduce a goal besides "kill each other" (several threads have appeared on ENWorld on this topic), or at around round 4 introduce something which changes up the fight dramatically - the floor drops revealing an acid pit, an enemy grabs a hostage and threatens to kill them, the Mage's fireball blasts a hole in the side of the tower and lights the alchemist equipment on fire, reinforcements arrive, etc.</p><p></p><p>EDIT: Another thing is to really lean hard on DMG page 42, and encourage the players to come up with cool ideas and just wing it. Unless a player has a seriously optimized at-will power, most of the improv stuff they'll try should deal more than at-will power damage, just eyeballing the page 42 damage table.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6017591, member: 20323"] [MENTION=413]Uller[/MENTION] If you want a house rule I like the healing surges for encounter powers suggestion [MENTION=98255]Nemesis Destiny[/MENTION] made. EDIT: it has the benefit of mitigating your wizard from recharging many encounter spells this way, because they need their few surges for healing. However, there is more to an interesting combat encounter besides the power or force of arms each side brings to bear...in 4e terms this would be encounter scripting, traps/hazards, or skill challenges. Basically, in major encounters either introduce a goal besides "kill each other" (several threads have appeared on ENWorld on this topic), or at around round 4 introduce something which changes up the fight dramatically - the floor drops revealing an acid pit, an enemy grabs a hostage and threatens to kill them, the Mage's fireball blasts a hole in the side of the tower and lights the alchemist equipment on fire, reinforcements arrive, etc. EDIT: Another thing is to really lean hard on DMG page 42, and encourage the players to come up with cool ideas and just wing it. Unless a player has a seriously optimized at-will power, most of the improv stuff they'll try should deal more than at-will power damage, just eyeballing the page 42 damage table. [/QUOTE]
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