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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Making 4e a bit more dangerous
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<blockquote data-quote="Balesir" data-source="post: 6239351" data-attributes="member: 27160"><p>Ah, OK - wit' ya. I think my preferred option would still be to put the pacing more into the players' domain, rather than the GM's (with consequences for slowing down the pace that might be important in certain situations). It might be that there is also some room for "recharging" type powers that recharge on a short rest if a die roll is made (like monster recharge powers, but on a short rest rather than every turn); would that kind of thing address the pacing effects you want to change?</p><p></p><p>Edit: A major pacing mechanic in 4E is actually experience points, and a link to this might be worth considering. 13th Age has a "campaign loss" mechanic that allows the PCs to retreat (safely) at the cost of having one avenue of progress blocked or having to redo a task in the game; if "premature" extended rests reduce the xp received for the encounters since the previous extended rest, this would have an analogous effect in 4E. The more extended rests the characters take, the more xp budget the GM has to strew their way with difficulties (whether combats or skill challenges), so the players have an incentive to minimise long rests. This is the <em>sort</em> of thing I'm thinking of. Does this address any of your issues, at all?</p></blockquote><p></p>
[QUOTE="Balesir, post: 6239351, member: 27160"] Ah, OK - wit' ya. I think my preferred option would still be to put the pacing more into the players' domain, rather than the GM's (with consequences for slowing down the pace that might be important in certain situations). It might be that there is also some room for "recharging" type powers that recharge on a short rest if a die roll is made (like monster recharge powers, but on a short rest rather than every turn); would that kind of thing address the pacing effects you want to change? Edit: A major pacing mechanic in 4E is actually experience points, and a link to this might be worth considering. 13th Age has a "campaign loss" mechanic that allows the PCs to retreat (safely) at the cost of having one avenue of progress blocked or having to redo a task in the game; if "premature" extended rests reduce the xp received for the encounters since the previous extended rest, this would have an analogous effect in 4E. The more extended rests the characters take, the more xp budget the GM has to strew their way with difficulties (whether combats or skill challenges), so the players have an incentive to minimise long rests. This is the [I]sort[/I] of thing I'm thinking of. Does this address any of your issues, at all? [/QUOTE]
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Making 4e a bit more dangerous
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