RangerWickett
Legend
I finally bought the two player's books for Essentials today. I'm planning to run some new players through a one-shot, and I figured they'd be handy.
It sounds like it does for you. But really, is it that hard for your brain to piece this together?
This is how I prefer it. With the way I run the game, b/c there is actually less damage total and players are generally closer to their exhausted levels of very few surges, I feel that each potential encounter is more threatening - heck, even each attack that does damage can be more threatening.
And that made me hyped and eager to run my games again -- Running seven different campaigns each week for a total of 9 or 10 sessions really threatens to tap my energy/creative resources.
Some of your statements are quite contradictory. You limit damage, yet have more deadly encounters from weaker combats (?). Then state that you increase damage and yet are doing less damage total. It is difficult to determine why you need to do this in the first place. You can just have 3 or 4 EL +1 encounters and achieve the same effect, without requiring any house rules at all.
Really if you could give some examples I would be better able to see where you are coming from, because your idea is interesting. I just don't see why it's required or what it accomplishes specifically (though there is the attrition aspect - but monsters already do that very well!).
This is kind of the way it is now - as anyone who has ever been critically hit by a wraith will attest to. I guess I'm really not seeing the advantage here. If your goal was to limit extended rests and try to force the PCs not to do so in a dungeon, it's certainly an interesting idea.
If it works for you it works, I'm just not really getting what the advantage is over using the normal system as it is. Where monsters chew through healing surges like candy and there really isn't any problem with lethality. That is an extremely impressive amount of campaigns though and I thought I was doing well with 4! (Now just 2, with 1 biweekly game starting soon).
He's just running relatively few encounters per 'day,' and not fully recharging healing surges to make up for it. The 'why,' I'm guessing, is not that unusual. Many DMs come up with story arcs that don't call for hectic multi-combat days. The system isn't firm on what constitutes a 'day,' and one way of dealing with the issue is just to make a 'day' a matter of getting through a leg of the story (typically that includes the usual 4 or so encounters), and not allow the PCs an extended rest until they reach some plot-based milestone. THe OP has come up with a similiar solution: he just doesn't give as many surges back for an extended rest. That way, he can spread a standard 'day' of encounters over a number of days (extened rests). It'll tend to make dailies more important/powerful, since they'll be useable in a higher percentage of encounters, but aside from that, shouldn't have any major impact on his campaign.Some of your statements are quite contradictory. You limit damage, yet have more deadly encounters from weaker combats (?). Then state that you increase damage and yet are doing less damage total. It is difficult to determine why you need to do this in the first place.
How I learned to stop worrying and love Essentials?The OP intent was that I liked how Essentials gave me some of the feeling that I loved when I recently tried Pathfinder (mind you, I haven't played anything from AD&D until 4e). Essentials in addition to the houserules on healing gave me the feeling I was looking for in my game.
I dont think it's contradictory.Some of your statements are quite contradictory. You limit damage, yet have more deadly encounters from weaker combats (?). Then state that you increase damage and yet are doing less damage total. It is difficult to determine why you need to do this in the first place. You can just have 3 or 4 EL +1 encounters and achieve the same effect, without requiring any house rules at all.
Dude, you seem pretty argumentative to me. What I'm saying isn't contradictory - it's just different from your system.
I often have 3-5 encounters per extended rest. Depending on what I'm doing and the point of the story at the time. The time between each battle doesn't have to be very immediate and neither do they have to be in sequence. So I can get plenty of roleplaying in between every encounter without a big issue.In one day, my PC's might have two or three battles. Yours might have five.
Generally speaking, that is because 3-4 encounters is pretty much one important part of the adventure - not just a random days adventuring. I also make sure all 4 encounters are interesting and aren't just throw away "This stuff just happens" encounters - but all of them can (in the right circumstances) threaten PCs considerably. In many ways I am unconcerned about this aspect in the first place - though I do manage to see similar effects (but not directly with surges) as I'll describe below.With your system, the next day the party is in 100% condition generally. There is almost no real carryover from their previous day.
Personally my experience is that I already am seeing that - because one individual encounter can ruin you so badly if it goes wrong. My players tactics and even basic item choices are becoming much more defensive. Things I've never seen PCs use before like woundpatches, silverdust and even hoarding potions of healing like precious gold are becoming important aspects in a post-MM3 campaign. Maintaining this items has the same kind of flow on factor from day to day. If they can get through 4 encounters today while expending less resources - physical resources like potions - it makes those genuinely hard encounters so much more bearable.With my system, I feel like the days run together more, there is more carryover of consequences of actions and together, I feel that both of these add more immersion and fun... for me . There is less room for error, there is a little more role-playing debate about what the next step is going to be when each monster hit takes a greater % of your HP/surge value.
I see the same thing to be honest, just with standard design. What I do like is that there is definitely an aspect of "An extended rest" cannot save us. That is an interesting decision and one I might think about myself. In the end though thank you for making your concepts more clear and I can see where you're going. It's certainly an interesting idea with penalizing extended rests in the middle of a dungeon (for example) but giving a reward for resting in a much safer environment.After that first battle, they're wary.
It's worth noting that Essentials and APG-Pathfinder are both extraordinarily closer together then a lot of people take them to be. Though Essentials is wrapped in the 4e shell and APG-Pathfinder is wrapped in the 3.x shell, the philosophies behind both and the "problems" that both set out to solve - as well as the answers they use - are dramatically similar.
I am glad for anything that brings more players to 4E. I teach ESL here in Japan, but have never done D&D with my students.
Do you do it after school, in a club, or actually in class?