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<blockquote data-quote="KidSnide" data-source="post: 4447021" data-attributes="member: 54710"><p>Tactics certainly makes a big difference. The other difference, of course, is how hard the encounters are. If the encounters aren't all that difficult, the limit on the number of fights is when the people taking the most damage run out of healing surges. On the other hand, if each encounter is hard, a party can find itself quickly out of daily powers.</p><p></p><p>IMO, this is the beauty of 4e encounter design. As a GM, if I'm running a game with a lot of fighting, I can dial down the difficulty and make it a marathon. On the other hand, if I'm running a game with just one or two fights, I can dial it up. Of course, I did this under 3e too. The difference is that, in 3e, the PCs had a fixed pool of resources so a single fight adventure required a battle on a totally different scale from a fight in a multi-fight day. In 4e, the difference is still meaningful, but not nearly so large.</p><p></p><p>(DMs who run dungeons or other adventures where the players -- rather than the plot --determine when it's time to rest have the same flexibility. You just need to make sure that you communicate well enough with your players for them to make an informed decision.)</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 4447021, member: 54710"] Tactics certainly makes a big difference. The other difference, of course, is how hard the encounters are. If the encounters aren't all that difficult, the limit on the number of fights is when the people taking the most damage run out of healing surges. On the other hand, if each encounter is hard, a party can find itself quickly out of daily powers. IMO, this is the beauty of 4e encounter design. As a GM, if I'm running a game with a lot of fighting, I can dial down the difficulty and make it a marathon. On the other hand, if I'm running a game with just one or two fights, I can dial it up. Of course, I did this under 3e too. The difference is that, in 3e, the PCs had a fixed pool of resources so a single fight adventure required a battle on a totally different scale from a fight in a multi-fight day. In 4e, the difference is still meaningful, but not nearly so large. (DMs who run dungeons or other adventures where the players -- rather than the plot --determine when it's time to rest have the same flexibility. You just need to make sure that you communicate well enough with your players for them to make an informed decision.) -KS [/QUOTE]
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