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New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="Zaruthustran" data-source="post: 3353123" data-attributes="member: 1457"><p>I'm a fan of the idea of "per-encounter" balancing. It really helps in level design; an EL9 encounter could be a cake-walk for a rested party, and a TPK for a party that pushed one room too far. The current mechanic encourages ultra-cautious play and regular retreats; the game actively discourages long, grueling expeditions. </p><p></p><p>I just hate it when the party wakes up, goes to the dungeon, gets in three fights, and has to retreat for the "day"--all before lunchtime. It's lame to imagine these supposed heroes cooped up in their little Rope Trick, twiddling thumbs for 20 hours. Lame!</p><p></p><p>Perhaps a reasonable replacement is to refresh certain combat abilities between encounters, but limit the number of times a character can be healed. Like, "A character can receive a number of points of healing per day equal to 12+con bonus x level. After that, his body has suffered too much shock and any further healing spells do not function."</p><p></p><p>Make HPs the precious resource. </p><p></p><p>Going off that, perhaps use something similar to the existing spell system, but give casters who have run out of spells/day the option of burning HPs to power spells. And use reserve feats to give them the option of doing <u>something</u> during a round, even if they don't want to burn a spell slot.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3353123, member: 1457"] I'm a fan of the idea of "per-encounter" balancing. It really helps in level design; an EL9 encounter could be a cake-walk for a rested party, and a TPK for a party that pushed one room too far. The current mechanic encourages ultra-cautious play and regular retreats; the game actively discourages long, grueling expeditions. I just hate it when the party wakes up, goes to the dungeon, gets in three fights, and has to retreat for the "day"--all before lunchtime. It's lame to imagine these supposed heroes cooped up in their little Rope Trick, twiddling thumbs for 20 hours. Lame! Perhaps a reasonable replacement is to refresh certain combat abilities between encounters, but limit the number of times a character can be healed. Like, "A character can receive a number of points of healing per day equal to 12+con bonus x level. After that, his body has suffered too much shock and any further healing spells do not function." Make HPs the precious resource. Going off that, perhaps use something similar to the existing spell system, but give casters who have run out of spells/day the option of burning HPs to power spells. And use reserve feats to give them the option of doing [u]something[/u] during a round, even if they don't want to burn a spell slot. [/QUOTE]
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