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I don't get the dislike of healing surges
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<blockquote data-quote="Greg K" data-source="post: 5729341" data-attributes="member: 5038"><p>'Tom,</p><p>The percentages and categories are the actual suggestions/recommendations in the 3e DMG for building a good adventure (and note: running from Overwhelming is the given recommendation. Players can choose to fight, but will most likely lose). My point was that following those guidelines from the DMG itself, it was not impossible to have sessions where the party could have more than 4 encounters in a session without needing to rest or resort to healing wands.</p><p></p><p>Now, as for using those recommendations, I never did use them (nor will I if I were to run 3e, again, for a group rather than Savage Worlds). I believe in building the same way that I did in 1e and 2e- use a mix of tailored and status quo. I, occasionally, use tailored (level appropriate) for an initial adventure or, afterwards, hooks, or specific encounters. When doing so, I eyeball based on my actual party. However, since I place a lot of things in appropriate locations and write them up before the campaign, there are a lot of status quo. And, since, it is up to my players to choose hooks I set up or those they create from their own background/motivation, It is up to the player's to do their research or use caution when choosing which hooks to follow. </p><p></p><p>Still, I think, the percentage table has its usage. It is a good guideline for new DMs. It reminds DMs that a mix of ECls is good if tailoring to the party and serves as a guide to pace the resource usage.</p><p></p><p>As for Wilderness or Sandbox vs. Dungeon crawl, I specified tailored (accounting for party level and composition) as opposed to status quo (things are where are appropriate for the world without regard to party level). I assumed that people read the DMG which discusses the two and understood the difference.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5729341, member: 5038"] 'Tom, The percentages and categories are the actual suggestions/recommendations in the 3e DMG for building a good adventure (and note: running from Overwhelming is the given recommendation. Players can choose to fight, but will most likely lose). My point was that following those guidelines from the DMG itself, it was not impossible to have sessions where the party could have more than 4 encounters in a session without needing to rest or resort to healing wands. Now, as for using those recommendations, I never did use them (nor will I if I were to run 3e, again, for a group rather than Savage Worlds). I believe in building the same way that I did in 1e and 2e- use a mix of tailored and status quo. I, occasionally, use tailored (level appropriate) for an initial adventure or, afterwards, hooks, or specific encounters. When doing so, I eyeball based on my actual party. However, since I place a lot of things in appropriate locations and write them up before the campaign, there are a lot of status quo. And, since, it is up to my players to choose hooks I set up or those they create from their own background/motivation, It is up to the player's to do their research or use caution when choosing which hooks to follow. Still, I think, the percentage table has its usage. It is a good guideline for new DMs. It reminds DMs that a mix of ECls is good if tailoring to the party and serves as a guide to pace the resource usage. As for Wilderness or Sandbox vs. Dungeon crawl, I specified tailored (accounting for party level and composition) as opposed to status quo (things are where are appropriate for the world without regard to party level). I assumed that people read the DMG which discusses the two and understood the difference. [/QUOTE]
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I don't get the dislike of healing surges
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