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Forked Thread: So, about Expertise...
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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4718379" data-attributes="member: 82732"><p>I sort of thought about this as the most likely situation (2 strikers, leader, controller, defender) but flexible on the second striker. I definitely will add this to the experiment design. </p><p></p><p>Hmmm, if I hold myself to the same stricture of acting in 60 second intervals I'm not sure that I'm actually penalizing the pc's at all, they effectively get 10 minutes of thinking per action and I get less than 2 (I understand that only the last minute of each interval has the "full view" of the tactical situation but I know I am already pretty sure of my next action before it's my turn in most encounters). Fantasygrounds also has a pretty solid interface for reviewing your powers but I do need to consider this since I don't want to unfairly bias the experiment. IME the one minute rule actually seems to have a galvanizing effect on players making them focus more on the encounter.</p><p></p><p>I'm not a subscriber but my DM is so I could possibly have him take a look. </p><p></p><p>I find 50% to be low. If you have an odd number of encounters per day you actually have more than 50% availability and my gaming group tends to try and save them if possible. If you have 3 encounters in a day your AP availability is 2/3's and if you have 5 it's 3/5's. I chose 2/3's as a rough approximation, it's not perfect but there's a lot of random chance built into that number anyway. If you did exceedingly well or exceedingly poor on a previous encounter your odds would change a lot. bottom line is 50/50 seems too low to me. </p><p></p><p>great point. perhaps this would be offset somewhat by making them roll for one power to be used up and then select the other. </p><p></p><p>wow we agree on something <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Right, I'll call it "a day in the life at 22nd level". I wouldn't simply spring the second encounter on them after their dailies were all gone. </p><p></p><p>If I ran an N+2.5, then an N+2, then an N+3+ and the pc's didn't feel challenged I would feel very certain that epic is not fun. </p><p></p><p>I hadn't planned on this level of "work" but anything worth doing is worth doing well. If I'm actually going to simulate a challenging day for these pc's I'm thinking 3 encounters with budgets in the neighborhood of: 33k, 31k, and 40k(N+3.5) this would give them each about 42% of the experience to go up a level. This also represents what we find to be a challenging day in our campaign in heroic so I mentally have something to compare it to.</p><p></p><p>This also artificially guarantees that they all have an AP in the final (big) encounter, but I'm OK with that. A 3.5 is a serious encounter and I'm not out to kill the pc's I want to find out if epic is actually viable from a fun/playability/challenge standpoint.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4718379, member: 82732"] I sort of thought about this as the most likely situation (2 strikers, leader, controller, defender) but flexible on the second striker. I definitely will add this to the experiment design. Hmmm, if I hold myself to the same stricture of acting in 60 second intervals I'm not sure that I'm actually penalizing the pc's at all, they effectively get 10 minutes of thinking per action and I get less than 2 (I understand that only the last minute of each interval has the "full view" of the tactical situation but I know I am already pretty sure of my next action before it's my turn in most encounters). Fantasygrounds also has a pretty solid interface for reviewing your powers but I do need to consider this since I don't want to unfairly bias the experiment. IME the one minute rule actually seems to have a galvanizing effect on players making them focus more on the encounter. I'm not a subscriber but my DM is so I could possibly have him take a look. I find 50% to be low. If you have an odd number of encounters per day you actually have more than 50% availability and my gaming group tends to try and save them if possible. If you have 3 encounters in a day your AP availability is 2/3's and if you have 5 it's 3/5's. I chose 2/3's as a rough approximation, it's not perfect but there's a lot of random chance built into that number anyway. If you did exceedingly well or exceedingly poor on a previous encounter your odds would change a lot. bottom line is 50/50 seems too low to me. great point. perhaps this would be offset somewhat by making them roll for one power to be used up and then select the other. wow we agree on something ;) Right, I'll call it "a day in the life at 22nd level". I wouldn't simply spring the second encounter on them after their dailies were all gone. If I ran an N+2.5, then an N+2, then an N+3+ and the pc's didn't feel challenged I would feel very certain that epic is not fun. I hadn't planned on this level of "work" but anything worth doing is worth doing well. If I'm actually going to simulate a challenging day for these pc's I'm thinking 3 encounters with budgets in the neighborhood of: 33k, 31k, and 40k(N+3.5) this would give them each about 42% of the experience to go up a level. This also represents what we find to be a challenging day in our campaign in heroic so I mentally have something to compare it to. This also artificially guarantees that they all have an AP in the final (big) encounter, but I'm OK with that. A 3.5 is a serious encounter and I'm not out to kill the pc's I want to find out if epic is actually viable from a fun/playability/challenge standpoint. [/QUOTE]
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