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My Solution to the 15-Minute Workday: The Hero Score
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<blockquote data-quote="CM" data-source="post: 6165249" data-attributes="member: 18340"><p>Like many of the posters here 4e has mostly solved the 15mwd for most of the groups I DM or play in. Typically we go 3-4 encounters before resting. Early in 4e I started to notice that I may have been overcompensating for the old bad monster math and making encounters too difficult. I have a pretty good sense now what the PCs will be able to handle, and do a little tweaking on the fly if needed.</p><p></p><p>That said, I do like to encourage the party to press on rather than rest. Here are some things I have done:</p><p></p><p>My fantasy games: in particularly long sequences, typically final confrontations with major villains, I treat what may be several encounters in a published adventure as one long encounter with limited power and healing surge recovery allowed in the middle of combat. For example if a major ally unexpectedly joins the fight, a key opponent is defeated, or a player character is killed, the characters might be filled with fervor which could manifest in several different ways as needed:</p><ul> <li data-xf-list-type="ul">Characters each recover as many as 3 healing surges, which they could forfeit to recover encounter powers 1-for-1 or daily powers 2-for-1. </li> <li data-xf-list-type="ul">Characters each gain an action point which must be spent before the end of their next turn, or forfeited to recover an encounter power.</li> <li data-xf-list-type="ul">All characters can heal as if they had spent a healing surge, any excess healing over their maximum becomes temporary HP.</li> </ul><p></p><p>In my gritty, sandboxy "Fallout" universe level 3-10 sci-fi game: Daily powers and action points are lost when you rest, but after every significant encounter you regain your action point and unlock one or more daily powers.</p><p></p><p>I have some of the WotC fortune cards, and often give those out for good roleplaying or brilliant ideas. Most of these are equivalent to an extra utility power.</p><p></p><p>Finally, the Comrades' Succor ritual goes a long way to solving the problem of one character getting badly beaten up while the others are unscathed. It allows ritual participants to funnel healing surges into a recipient, and is almost always one of the first rituals picked in every fantasy campaign I've run. Groups will use this religiously just to avoid the need to rest in a potentially dangerous location.</p></blockquote><p></p>
[QUOTE="CM, post: 6165249, member: 18340"] Like many of the posters here 4e has mostly solved the 15mwd for most of the groups I DM or play in. Typically we go 3-4 encounters before resting. Early in 4e I started to notice that I may have been overcompensating for the old bad monster math and making encounters too difficult. I have a pretty good sense now what the PCs will be able to handle, and do a little tweaking on the fly if needed. That said, I do like to encourage the party to press on rather than rest. Here are some things I have done: My fantasy games: in particularly long sequences, typically final confrontations with major villains, I treat what may be several encounters in a published adventure as one long encounter with limited power and healing surge recovery allowed in the middle of combat. For example if a major ally unexpectedly joins the fight, a key opponent is defeated, or a player character is killed, the characters might be filled with fervor which could manifest in several different ways as needed: [LIST] [*]Characters each recover as many as 3 healing surges, which they could forfeit to recover encounter powers 1-for-1 or daily powers 2-for-1. [*]Characters each gain an action point which must be spent before the end of their next turn, or forfeited to recover an encounter power. [*]All characters can heal as if they had spent a healing surge, any excess healing over their maximum becomes temporary HP. [/LIST] In my gritty, sandboxy "Fallout" universe level 3-10 sci-fi game: Daily powers and action points are lost when you rest, but after every significant encounter you regain your action point and unlock one or more daily powers. I have some of the WotC fortune cards, and often give those out for good roleplaying or brilliant ideas. Most of these are equivalent to an extra utility power. Finally, the Comrades' Succor ritual goes a long way to solving the problem of one character getting badly beaten up while the others are unscathed. It allows ritual participants to funnel healing surges into a recipient, and is almost always one of the first rituals picked in every fantasy campaign I've run. Groups will use this religiously just to avoid the need to rest in a potentially dangerous location. [/QUOTE]
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