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"Looks like we're going to win this battle . . . in about 90 minutes from now."
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<blockquote data-quote="Kraydak" data-source="post: 4350222" data-attributes="member: 12306"><p>Daily powers do provide some attrition. Actions points were designed to counteract attrition (bizarrely, I'm just paraphrasing the developers here, not sure I buy the claim). Healing surges... do attrition really really badly. In previous editions, the healing attrition came from the healer's spell pool, which could be shared among party members as needed. In 4e, the healing pools are character specific, and so the weakest-link rule applies: as soon as anyone runs out of healing-surges, the party has to stop. </p><p></p><p>Dailies are relatively well done attrition provider, as they are effectively a party-wide resource. Unfortunately, the large supply of non-attriting resources means that you need a significant encounter to cause any attrition at all, unlike previous editions where *every* encounter could be expected to drain some resources, so Dailies go either very fast or not at all.</p><p></p><p>The jury is still out (and will be for awhile) on whether the 1-3e design or the 4e design (attrition-wise) is superior, and there are clearly trade-offs either way. My gut feeling however is that the 1-3e design is superior: the downside of the 1-3e mindset (15 minute workday, novaing on every encounter) can be easily bypassed through metagame agreements between players and the DM and the 4e downsides (extremely narrow significant encounter power range, long boring fights) are not so easily avoided.</p><p></p><p>(But metagaming is bad you say? Not when it comes to genre/play style issues, where the benefit of everyone being on the same page is huge. Groups should be very, very clear on what kind of games they are playing. It would solve a huge number of problems.)</p><p></p><p>I do wonder if the WotC dev groups hand-waved the "mop up" portion of encounters on a frequent basis. It seems quite clear that they played almost exclusively at lower levels (with less inflated hp).</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4350222, member: 12306"] Daily powers do provide some attrition. Actions points were designed to counteract attrition (bizarrely, I'm just paraphrasing the developers here, not sure I buy the claim). Healing surges... do attrition really really badly. In previous editions, the healing attrition came from the healer's spell pool, which could be shared among party members as needed. In 4e, the healing pools are character specific, and so the weakest-link rule applies: as soon as anyone runs out of healing-surges, the party has to stop. Dailies are relatively well done attrition provider, as they are effectively a party-wide resource. Unfortunately, the large supply of non-attriting resources means that you need a significant encounter to cause any attrition at all, unlike previous editions where *every* encounter could be expected to drain some resources, so Dailies go either very fast or not at all. The jury is still out (and will be for awhile) on whether the 1-3e design or the 4e design (attrition-wise) is superior, and there are clearly trade-offs either way. My gut feeling however is that the 1-3e design is superior: the downside of the 1-3e mindset (15 minute workday, novaing on every encounter) can be easily bypassed through metagame agreements between players and the DM and the 4e downsides (extremely narrow significant encounter power range, long boring fights) are not so easily avoided. (But metagaming is bad you say? Not when it comes to genre/play style issues, where the benefit of everyone being on the same page is huge. Groups should be very, very clear on what kind of games they are playing. It would solve a huge number of problems.) I do wonder if the WotC dev groups hand-waved the "mop up" portion of encounters on a frequent basis. It seems quite clear that they played almost exclusively at lower levels (with less inflated hp). [/QUOTE]
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