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General Tabletop Discussion
*Pathfinder & Starfinder
Is the adventuring day longer in 4th Ed?
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<blockquote data-quote="WalterKovacs" data-source="post: 4492053" data-attributes="member: 63763"><p>In general, it's the healing surges, more so than the dailies, that determine the length of the adventuring day. In a party of 5th level adventurers, they each have only 2 daily powers [plus they have some magic items with their own daily powers].</p><p> </p><p>In the most recent session, they completed their 6th encounter of that "day" before taking the extended rest. That one was mostly a result of the Wights draining off their remaining healing surges during the fight. </p><p> </p><p>For the most part, the group hold back on using their daily powers. There is always risk that they miss, and while some are reliable, or do half damage on a miss, there are a few that do very little to help. In general, they wait to see an elite in the fight before they pull out the daily, and even then they try to set up a good situation to use it, and try to have it be one that will help in that particular fight. The party was up against a monster with 25 AC and 20+ for his other defenses ... so the warlord went for the Lead the Attack, which gave the party a +5 to hit it ... greatly improving their chances.</p><p> </p><p>The way that magic items work, action points and milestones, etc ... make going for more encounters a bit more interesting. If you build up some milestones without activating any magic items, you can actually get to use multiple during he same fight, more than you'd be able to do in the morning.</p><p> </p><p>It is VERY hard to use up all your surges in single encounter ... if only because of the limited ways to use up surges IN an encounter. That's basically what's really nice about 4e. In 3.5 the idea was encounters would drain resources, and the "last fight of the day" would be hard because you only have so much left. With 4e, every fight can be hard because, while you have TONS of healing surges ... you each have 1 second wind, plus a few other ways to trigger them [potions, a certain number of words per leader, some other powers]. A party could be on the brink of death in an encounter, and be able to bounce back afterwards and continuing adventuring.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4492053, member: 63763"] In general, it's the healing surges, more so than the dailies, that determine the length of the adventuring day. In a party of 5th level adventurers, they each have only 2 daily powers [plus they have some magic items with their own daily powers]. In the most recent session, they completed their 6th encounter of that "day" before taking the extended rest. That one was mostly a result of the Wights draining off their remaining healing surges during the fight. For the most part, the group hold back on using their daily powers. There is always risk that they miss, and while some are reliable, or do half damage on a miss, there are a few that do very little to help. In general, they wait to see an elite in the fight before they pull out the daily, and even then they try to set up a good situation to use it, and try to have it be one that will help in that particular fight. The party was up against a monster with 25 AC and 20+ for his other defenses ... so the warlord went for the Lead the Attack, which gave the party a +5 to hit it ... greatly improving their chances. The way that magic items work, action points and milestones, etc ... make going for more encounters a bit more interesting. If you build up some milestones without activating any magic items, you can actually get to use multiple during he same fight, more than you'd be able to do in the morning. It is VERY hard to use up all your surges in single encounter ... if only because of the limited ways to use up surges IN an encounter. That's basically what's really nice about 4e. In 3.5 the idea was encounters would drain resources, and the "last fight of the day" would be hard because you only have so much left. With 4e, every fight can be hard because, while you have TONS of healing surges ... you each have 1 second wind, plus a few other ways to trigger them [potions, a certain number of words per leader, some other powers]. A party could be on the brink of death in an encounter, and be able to bounce back afterwards and continuing adventuring. [/QUOTE]
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Is the adventuring day longer in 4th Ed?
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