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How did 4e take simulation away from D&D?
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5509627" data-attributes="member: 98255"><p>I have started an experiment with this very thing - I've decided to slow the pace of "recovery" and add an incentive to use "novas" very carefully. It also helps to compensate for the lower-than-expected encounter rate typical to my games.</p><p></p><p>The way I am doing it is as follows:</p><p></p><p>1) HP does not automatically recover with an extended rest - PCs still need </p><p>to spend surges. Surges replenish as normal (I may tinker with this).</p><p></p><p>2) Daily powers require spending surges to recover. A character's highest level daily power takes 4 healing surges to recover (and this may be done in combat as well). The next highest takes 1 surge less, third highest 2 surges less, and 4th highest recovers with 3 surges less.</p><p></p><p>I also use a different economy for Action Points:</p><p></p><p>* All APs are cumulative and persistent, but you can still only spend 1 per encounter (except to exchange for surges or to recover powers)</p><p></p><p>* If you have no APs, you do not automatically reset to 1 after an extended rest.</p><p></p><p>* You gain additional APs as normal for reaching milestones.</p><p></p><p>* When you level up, you gain 1 AP per tier (1 per level-up during Heroic, 2 per level-up during Paragon, 3 per level-up during Epic).</p><p></p><p>Anecdotally, so far, this has had the intended effect of making players think twice before "going nova," but nova potential is also a little higher, due to power recovery mechanics. Milestones as one of the few ways to gain APs encourages longer "adventuring days" with fewer nova rounds.</p><p></p><p>A really tough adventuring day that wipes out all a PCs HP, surges and daily powers can take a while to recover fully from. It makes being wounded and exhausted feel more gritty, without bogging the game down for too long.</p><p></p><p>In addition, I occasionally award APs and/or surges as rewards for completing quests, exploring, doing something clever, good roleplaying, etc.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5509627, member: 98255"] I have started an experiment with this very thing - I've decided to slow the pace of "recovery" and add an incentive to use "novas" very carefully. It also helps to compensate for the lower-than-expected encounter rate typical to my games. The way I am doing it is as follows: 1) HP does not automatically recover with an extended rest - PCs still need to spend surges. Surges replenish as normal (I may tinker with this). 2) Daily powers require spending surges to recover. A character's highest level daily power takes 4 healing surges to recover (and this may be done in combat as well). The next highest takes 1 surge less, third highest 2 surges less, and 4th highest recovers with 3 surges less. I also use a different economy for Action Points: * All APs are cumulative and persistent, but you can still only spend 1 per encounter (except to exchange for surges or to recover powers) * If you have no APs, you do not automatically reset to 1 after an extended rest. * You gain additional APs as normal for reaching milestones. * When you level up, you gain 1 AP per tier (1 per level-up during Heroic, 2 per level-up during Paragon, 3 per level-up during Epic). Anecdotally, so far, this has had the intended effect of making players think twice before "going nova," but nova potential is also a little higher, due to power recovery mechanics. Milestones as one of the few ways to gain APs encourages longer "adventuring days" with fewer nova rounds. A really tough adventuring day that wipes out all a PCs HP, surges and daily powers can take a while to recover fully from. It makes being wounded and exhausted feel more gritty, without bogging the game down for too long. In addition, I occasionally award APs and/or surges as rewards for completing quests, exploring, doing something clever, good roleplaying, etc. [/QUOTE]
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