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<blockquote data-quote="Harr" data-source="post: 4580067" data-attributes="member: 47190"><p>On Dispose: I saw the same problem in my games. In such a situation as a DM I just kill the monster. "It dies," or, "It falls unconscious from blood-loss, coup-de-gras?" Your solution might be good because it gives the player the power of the decision and that's almost always a good thing.</p><p></p><p>On Flat Damage: I adopted flat damage about 4 game sessions ago (about 12 combat encounters total) and the improvement in the game was SO dramatci I wouldn't even imagine going back to rolling and neither would my players... we had a new player yesterday and at one point he goes "Why don't you guys roll damage?" and all replied "Noooooo man you don't even know, you don't even <em>know</em>". At first we went with flat maximum damage, but after a recent irritating fight against a dragon we're trying out averaging to see how it shakes.</p><p></p><p>On getting rid of Milestones: I started trying this at the same time that I tried flat damage, and though the road on this one has been much bumpier, the improvemente on not having to think about milestones and short-vs-long resting is so good that we are persevering until we find the perfect replacement. Right now we're doing: no milestones, one Action point after every combat, no magic item use limits, no long rests, and Action points and Healing surges both reset at the beginning of each game session, never in the middle of one.</p><p></p><p>I always try to look for that 'most simple' solution, and as pertains to the rest-nova-rest thing, it happens that in 4e characters are robust enough that they actually can go 5+ encounters without long rest, which we almost never go over in a single session - so just in our experience of course, but simply saying "no long rests" actually worked out pretty well for us.</p><p></p><p></p><p></p><p>Huh, I never though about this! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> What would be a progression that approximates the most equal-power averaging for every dice? (not a math guy over here)</p><p></p><p>Edit -> Um, I mean whole-number progression of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Harr, post: 4580067, member: 47190"] On Dispose: I saw the same problem in my games. In such a situation as a DM I just kill the monster. "It dies," or, "It falls unconscious from blood-loss, coup-de-gras?" Your solution might be good because it gives the player the power of the decision and that's almost always a good thing. On Flat Damage: I adopted flat damage about 4 game sessions ago (about 12 combat encounters total) and the improvement in the game was SO dramatci I wouldn't even imagine going back to rolling and neither would my players... we had a new player yesterday and at one point he goes "Why don't you guys roll damage?" and all replied "Noooooo man you don't even know, you don't even [i]know[/i]". At first we went with flat maximum damage, but after a recent irritating fight against a dragon we're trying out averaging to see how it shakes. On getting rid of Milestones: I started trying this at the same time that I tried flat damage, and though the road on this one has been much bumpier, the improvemente on not having to think about milestones and short-vs-long resting is so good that we are persevering until we find the perfect replacement. Right now we're doing: no milestones, one Action point after every combat, no magic item use limits, no long rests, and Action points and Healing surges both reset at the beginning of each game session, never in the middle of one. I always try to look for that 'most simple' solution, and as pertains to the rest-nova-rest thing, it happens that in 4e characters are robust enough that they actually can go 5+ encounters without long rest, which we almost never go over in a single session - so just in our experience of course, but simply saying "no long rests" actually worked out pretty well for us. Huh, I never though about this! :o What would be a progression that approximates the most equal-power averaging for every dice? (not a math guy over here) Edit -> Um, I mean whole-number progression of course :) [/QUOTE]
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