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<blockquote data-quote="Alex319" data-source="post: 4579554" data-attributes="member: 45678"><p>I'm not 100% sure what the problem is. Is the problem just that there's a point in the battle when it's clear the characters will win and it's just "clean-up" from then on, and that makes the encounters drag out longer? This seems like a reasonable solution (as long as you only use it when the characters are actually solidly in that 'cleanup' phase, otherwise you might inadvertently make encounters much easier). Also, I'm not sure why you would ever want to force players to use this option. It seems to me like if they think they can kill the monster more cheaply (perhaps using effective tactics) then I don't see what's gained by stopping them from trying.</p><p></p><p>This seems like a reasonable solution and similar solutions have been proposed often. The only thing you do have to consider is what to do about abilities like the Brutal weapon property, Pray for More, Vorpal weapons, etc. that allow you to reroll damage rolls.</p><p></p><p>Part of the reason for the AP mechanic is to encourage players to keep going, because it gives them benefits as they go on (to counteract the loss of resources over the day) and because if, let's say, they have three action points, they'll be reset to one after they take an extended rest. Making it so you have to spend an HS instead of an AP seems like it would make that problem worse, because now if you run out of HSs not only can't you use HSs, you can't even get the benefits of APs. It also means players will run out of HSs more quickly. (Of course, if you like this kind of resource management, then this may be a positive.)</p><p></p><p>If I'm understanding this correctly, the purpose of this mechanic is to penalize players for resting every one or two encounters (because then they won't get the XP bonuses), and to reward them if they go longer. But then what's the point of stopping the reward process after the fourth encounter? The way your system is designed, if, let's say, a dungeon had eight encounters in it, players would actually get MORE experience points by resting after the fourth encounter (thus going through two cycles of the 'floating' process) than by going through all eight encounters without resting at all!</p><p></p><p>A better way of achieving the same effect would be to, for example, say that the first encounter of the day is worth 50% of normal XP, the second encounter worth 75% of normal XP, the third encounter worth 100%, the fourth encounter worth 125%, and so on. This continually ramps ups the reward and encourages players to continue on. Of course if you wanted to you could cap the "multiplier" (say at 150% or 200% of normal XP) but there's no reason to <em>decrease</em> it after a certain point, as your system does.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4579554, member: 45678"] I'm not 100% sure what the problem is. Is the problem just that there's a point in the battle when it's clear the characters will win and it's just "clean-up" from then on, and that makes the encounters drag out longer? This seems like a reasonable solution (as long as you only use it when the characters are actually solidly in that 'cleanup' phase, otherwise you might inadvertently make encounters much easier). Also, I'm not sure why you would ever want to force players to use this option. It seems to me like if they think they can kill the monster more cheaply (perhaps using effective tactics) then I don't see what's gained by stopping them from trying. This seems like a reasonable solution and similar solutions have been proposed often. The only thing you do have to consider is what to do about abilities like the Brutal weapon property, Pray for More, Vorpal weapons, etc. that allow you to reroll damage rolls. Part of the reason for the AP mechanic is to encourage players to keep going, because it gives them benefits as they go on (to counteract the loss of resources over the day) and because if, let's say, they have three action points, they'll be reset to one after they take an extended rest. Making it so you have to spend an HS instead of an AP seems like it would make that problem worse, because now if you run out of HSs not only can't you use HSs, you can't even get the benefits of APs. It also means players will run out of HSs more quickly. (Of course, if you like this kind of resource management, then this may be a positive.) If I'm understanding this correctly, the purpose of this mechanic is to penalize players for resting every one or two encounters (because then they won't get the XP bonuses), and to reward them if they go longer. But then what's the point of stopping the reward process after the fourth encounter? The way your system is designed, if, let's say, a dungeon had eight encounters in it, players would actually get MORE experience points by resting after the fourth encounter (thus going through two cycles of the 'floating' process) than by going through all eight encounters without resting at all! A better way of achieving the same effect would be to, for example, say that the first encounter of the day is worth 50% of normal XP, the second encounter worth 75% of normal XP, the third encounter worth 100%, the fourth encounter worth 125%, and so on. This continually ramps ups the reward and encourages players to continue on. Of course if you wanted to you could cap the "multiplier" (say at 150% or 200% of normal XP) but there's no reason to [I]decrease[/I] it after a certain point, as your system does. [/QUOTE]
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