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How Can I Make 4e Into A Gritty Survival Game?
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<blockquote data-quote="Jhaelen" data-source="post: 7651923" data-attributes="member: 46713"><p>I don't think I like it. Part of the reason why 4e is my favorite D&D edition is that I tremendously enjoy that 'roller-coaster' effect in every encounter. What I like better when tinkering with the rules is to adjust recovery rates for powers and/or healing surges. E.g. when traveling overland, you don't recover any healing surges until reaching your destination. Or having back-to-back encounters inbetween which you only recover a single encounter power and can only spend a single surge, etc.</p><p></p><p>Doing completely away with healing surges strikes me as a bad idea. Too many (excellent) game concepts revolve around it. I'm also unsure if it will help to meet the goal of feeling more 'gritty'.</p><p></p><p>I'd be more interested in exploring Warbringer's idea, although (or because?!) it would probably result in a completely different play experience.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7651923, member: 46713"] I don't think I like it. Part of the reason why 4e is my favorite D&D edition is that I tremendously enjoy that 'roller-coaster' effect in every encounter. What I like better when tinkering with the rules is to adjust recovery rates for powers and/or healing surges. E.g. when traveling overland, you don't recover any healing surges until reaching your destination. Or having back-to-back encounters inbetween which you only recover a single encounter power and can only spend a single surge, etc. Doing completely away with healing surges strikes me as a bad idea. Too many (excellent) game concepts revolve around it. I'm also unsure if it will help to meet the goal of feeling more 'gritty'. I'd be more interested in exploring Warbringer's idea, although (or because?!) it would probably result in a completely different play experience. [/QUOTE]
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