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<blockquote data-quote="Pickles JG" data-source="post: 5977623" data-attributes="member: 61501"><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">I think everyone is seeing this far too black & white from their entrenched positions. I think that Mr Mearls has recognised that there will have to be classes with largely daily resources & others with almost none. This is what defines D&D to a lot of people & has never been absent even in the lovely 4th edition.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Given that constraint it follows that some classes will be stronger in a shorter adventuring day & some will be better in a longer one. That is the same sort of thing as saying some classes will be better when you are attacked by a load of fliers or in very difficult terrain (underwater :O) or by eg fire resistant monsters if you are a Flame mage or Skeletons is you are a 3e archer. Someone else made this point sarcastically earlier but it is valid in its own right. </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The thing is to recognise that it may be a problem & to mix things up, which is what Mr M has done. He <em>has</em> made mechanical changes to make it less of an issue – the relative power of Wizards <em>at will</em> abilities have increased compared to their daily resources which makes them less nova dependent. There is still the opportunity to power down the hugely effective strategic spells as well. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">I do take issue with balancing the game around a number of XP per day. There is obviously no comparison between fighting 20 ogres one at a time & all at once & yet on the face of it Mearls is saying they would provide exactly the same challenge. Given the patent absurdity of this I assume he is holding something back.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">4es encounter balance rules work because the power level of PCs in a given encounter is pretty well constrained, with just a few daily powers in reserve to vary it. Attrition in 4e was mostly in terms of Surges & Dailies. As surges do not effect your combat power, until you run very low, encounter balance was very good. </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">3e more or less worked in the same way though their default encounters were often a bit trivial & the logarithmic EL system was needlessly confusing. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">FWIW I hate the suggestion of Hussar’s that encounters should take up 10% of the party’s resources. These type of encounter offer nothing of interest to me, as did most of 3es 20% type encounters. This whole trend to lots of small non threatening encounters that gradually attrite your HP? Dailies? leaves me cold. (Though I am told it is a trend back to AD&D style – I can’t really remember as I played it around 30 years ago but stopped as it did not fit my tastes ie I thought it was dumb.)</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">As a player I hate the 5mwd aesthetically & try not to abuse it, as a DM it is always the in the background & I try to make it so that it is not the default play style. Most of the people I play with share my sentiments but at least one of them would rest every fight if he could get away with it – peer & plot pressure prevent it. I am not one for huge dungeons that demand repeated incursions they really strain my credulity so this may be less of an issue for me – I tend to try to design dungeons you can clear on the bounce with very significant consequences for retreating.</span></span></span></p></blockquote><p></p>
[QUOTE="Pickles JG, post: 5977623, member: 61501"] [FONT=Times New Roman][SIZE=3][COLOR=white]I think everyone is seeing this far too black & white from their entrenched positions. I think that Mr Mearls has recognised that there will have to be classes with largely daily resources & others with almost none. This is what defines D&D to a lot of people & has never been absent even in the lovely 4th edition.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Given that constraint it follows that some classes will be stronger in a shorter adventuring day & some will be better in a longer one. That is the same sort of thing as saying some classes will be better when you are attacked by a load of fliers or in very difficult terrain (underwater :O) or by eg fire resistant monsters if you are a Flame mage or Skeletons is you are a 3e archer. Someone else made this point sarcastically earlier but it is valid in its own right. [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]The thing is to recognise that it may be a problem & to mix things up, which is what Mr M has done. He [I]has[/I] made mechanical changes to make it less of an issue – the relative power of Wizards [I]at will[/I] abilities have increased compared to their daily resources which makes them less nova dependent. There is still the opportunity to power down the hugely effective strategic spells as well. [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]I do take issue with balancing the game around a number of XP per day. There is obviously no comparison between fighting 20 ogres one at a time & all at once & yet on the face of it Mearls is saying they would provide exactly the same challenge. Given the patent absurdity of this I assume he is holding something back.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]4es encounter balance rules work because the power level of PCs in a given encounter is pretty well constrained, with just a few daily powers in reserve to vary it. Attrition in 4e was mostly in terms of Surges & Dailies. As surges do not effect your combat power, until you run very low, encounter balance was very good. [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]3e more or less worked in the same way though their default encounters were often a bit trivial & the logarithmic EL system was needlessly confusing. [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]FWIW I hate the suggestion of Hussar’s that encounters should take up 10% of the party’s resources. These type of encounter offer nothing of interest to me, as did most of 3es 20% type encounters. This whole trend to lots of small non threatening encounters that gradually attrite your HP? Dailies? leaves me cold. (Though I am told it is a trend back to AD&D style – I can’t really remember as I played it around 30 years ago but stopped as it did not fit my tastes ie I thought it was dumb.)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]As a player I hate the 5mwd aesthetically & try not to abuse it, as a DM it is always the in the background & I try to make it so that it is not the default play style. Most of the people I play with share my sentiments but at least one of them would rest every fight if he could get away with it – peer & plot pressure prevent it. I am not one for huge dungeons that demand repeated incursions they really strain my credulity so this may be less of an issue for me – I tend to try to design dungeons you can clear on the bounce with very significant consequences for retreating.[/COLOR][/SIZE][/FONT] [/QUOTE]
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