Just Another User
First Post
Personally I'm more worried about powers that *last* for one encounter, like they've mentioned there will be, that is a big can of worms IMHO, poisonous, carnivore, burrowing-into-your-living-flesh-and-laying-eggs worms
Just Another User said:Personally I'm more worried about powers that *last* for one encounter, like they've mentioned there will be, that is a big can of worms IMHO, poisonous, carnivore, burrowing-into-your-living-flesh-and-laying-eggs worms
ainatan said:How long does an effect that last until the end of the encounter, last when used outside combat?
I guess we just never really had a problem with this. An encounter was from when you rolled initiative until there were no more monsters in the immediate vicinity.Just Another User said:Oh, boy, I didn't have thought of that![]()
I was thinking more, if i kill the last goblin and 2 round later more goblins arrive the encounter is over or is still the same?
and if the party run away but the monster catch them?
or if the monsters run away but the pc catch them?
Corinth said:Use of Cooldowns, measured in rounds (combat-applicable) or minutes (non-combat), is better. "At-will" abilities have no cooldown. Per-encounter abilities get cooldowns that vary by this or that criteria. Greater abilities have longer cooldowns. Reagents may or may not be required.
Ugh, no. This is the exact thing they are trying to avoid:Corinth said:Use of Cooldowns, measured in rounds (combat-applicable) or minutes (non-combat), is better. "At-will" abilities have no cooldown. Per-encounter abilities get cooldowns that vary by this or that criteria. Greater abilities have longer cooldowns. Reagents may or may not be required.
That depends entirely on how you implement them, and on how many powers you're actually expected to track at any given time. Combat-capable cooldown abilities are often few in number and with relatively short times; non-combat ones won't be used when in combat, and when out of combat those with such capability are effectively at-will anyway and as such need no tracking. With small enough time intervals, you can use dice to track them; just reduce the number by one at some point on your turn, and when you hit zero remove the die and you're up for another go.Campbell said:Cool downs work fine for computer games, but as soon as you move the processing away from a computer and into a human brain cool downs introduce complexity for very little gain.
Where I have a big problem with the PCs being able to "approach every encounter fresh" in that there is no way to wear them down slowly; to have early battles weaken them so the later battles become more dangerous. The more we hear, the less important per-day abilities seem to be, yet there's no reasonable way a party should be as "fresh" for its 5th or 10th battle of the day as it was for its first.Dragonblade said:I have no problem with this, it simply allows the PCs to approach every encounter fresh. Something I believe the 4e designers specifically wanted to encourage in order to avoid the "15-minute" adventuring day.