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<blockquote data-quote="ltbaxter" data-source="post: 4088048" data-attributes="member: 60472"><p>It will be interesting to see how this plays out, as the definition of 'resources' for the day has changed quite a bit in 4e. Since each encounter has a 'free mix' of at-will powers, plus one encounter power use, those are automatically renewed per encounter.</p><p></p><p>The main daily resources then are: healing surges and daily powers.</p><p>A 'rough' encounter should see the fighter burn through almost all his hit points, and controllers half. Since each healing surge restores 25% of hit points, that's 4/2 surges for a medium tough encounter, and the fighter/wizard have about 12/6 surges per day. So an encounter on the tough side but not requiring (much) daily power use would be 33%. A 'normal' encounter in 3.5 terms would use about 20% of resources, which would be about 2 healing surges for the defenders and 1 for the controllers, 1-2 for others. A very tough encounter would probably drain 50% of the resources including most of the daily powers.</p><p></p><p>The other interesting question will be: what XP ratio will be 'normal' (20%) encounter and what will be a difficult (33%, some daily powers) or very difficult (50%, most/all daily powers). The figure of 100xp per character for first lvl has been tossed about. From what little playtesting I've done that does seem like a 'normal' encounter. Some folks designing encounters have been suggesting over 700 for a difficult (but not BBEG) encounter. Others are going so far as to take the 875-900 for the young dragon as the 'very difficult'. But I think that's more the 'nearly impossible' one likely to end in a TPK, making double the normal XP as a BBEG level encounter, and +50% exp a 'nicely' difficult one. </p><p></p><p>In a multi-day adventure with one particularly tough end battle, I would design the 'last day' to have several normal encounters and one that takes some healing surges and makes them strongly consider (or use) a small number of daily powers. Make 'em happy they saved 'em or sad they didn't for the final battle. On a day prior to the climax, I would probably have one easy encounter, three normal and one difficult; or mix that up with a few easy, two normal and two difficult encounters. As far as leveling up, it's likely that 10 'normal' (recommended 100xp/1st lvl/character) should get them to level up, so if normals are 20% of a day, that would be two adventuring days being one level gained, which is a nice pace (imho).</p></blockquote><p></p>
[QUOTE="ltbaxter, post: 4088048, member: 60472"] It will be interesting to see how this plays out, as the definition of 'resources' for the day has changed quite a bit in 4e. Since each encounter has a 'free mix' of at-will powers, plus one encounter power use, those are automatically renewed per encounter. The main daily resources then are: healing surges and daily powers. A 'rough' encounter should see the fighter burn through almost all his hit points, and controllers half. Since each healing surge restores 25% of hit points, that's 4/2 surges for a medium tough encounter, and the fighter/wizard have about 12/6 surges per day. So an encounter on the tough side but not requiring (much) daily power use would be 33%. A 'normal' encounter in 3.5 terms would use about 20% of resources, which would be about 2 healing surges for the defenders and 1 for the controllers, 1-2 for others. A very tough encounter would probably drain 50% of the resources including most of the daily powers. The other interesting question will be: what XP ratio will be 'normal' (20%) encounter and what will be a difficult (33%, some daily powers) or very difficult (50%, most/all daily powers). The figure of 100xp per character for first lvl has been tossed about. From what little playtesting I've done that does seem like a 'normal' encounter. Some folks designing encounters have been suggesting over 700 for a difficult (but not BBEG) encounter. Others are going so far as to take the 875-900 for the young dragon as the 'very difficult'. But I think that's more the 'nearly impossible' one likely to end in a TPK, making double the normal XP as a BBEG level encounter, and +50% exp a 'nicely' difficult one. In a multi-day adventure with one particularly tough end battle, I would design the 'last day' to have several normal encounters and one that takes some healing surges and makes them strongly consider (or use) a small number of daily powers. Make 'em happy they saved 'em or sad they didn't for the final battle. On a day prior to the climax, I would probably have one easy encounter, three normal and one difficult; or mix that up with a few easy, two normal and two difficult encounters. As far as leveling up, it's likely that 10 'normal' (recommended 100xp/1st lvl/character) should get them to level up, so if normals are 20% of a day, that would be two adventuring days being one level gained, which is a nice pace (imho). [/QUOTE]
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