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<blockquote data-quote="filthgrinder" data-source="post: 5682940" data-attributes="member: 64984"><p>One of the main factors to look at is the party level and composition. This is pretty easy to do with a level 1 or 2 party. The main issue occurs with dailies and healing.</p><p></p><p>How much access to healing do they have? A low level party with one leader is usually limited power wise to 2 heals and then second winds (then if they have any low level potions, etc). As you level up, so you surgeless healing, more heals, temp hit points, and tons of stuff. I think most of the effectiveness of healing surges happens outside of combat, when they can be spent freely. Then they can be blown through without an issue. Inside an encounter, the access to healing surges is reduced. A fighter with 17 surges, but with only two party wide heals, and a second wind, still can only take the same damage in one encounter even if its part of a 7 encounter day or 1 encounter day.</p><p></p><p>The other end of the spectrum is dailies. Once you scale up in level, they will have more of these powers. Being able to use multiple dailies in a fight can be a big game changer. When I plan out an adventure for my current group, I like to give them a stiff challenge up front, and get them to burn off a daily off in front, and then a couple of easier ones to pepper them with shots, and then a tough final encounter. Higher level characters who can "go nova" with powers can quickly cut through even the toughest monsters.</p></blockquote><p></p>
[QUOTE="filthgrinder, post: 5682940, member: 64984"] One of the main factors to look at is the party level and composition. This is pretty easy to do with a level 1 or 2 party. The main issue occurs with dailies and healing. How much access to healing do they have? A low level party with one leader is usually limited power wise to 2 heals and then second winds (then if they have any low level potions, etc). As you level up, so you surgeless healing, more heals, temp hit points, and tons of stuff. I think most of the effectiveness of healing surges happens outside of combat, when they can be spent freely. Then they can be blown through without an issue. Inside an encounter, the access to healing surges is reduced. A fighter with 17 surges, but with only two party wide heals, and a second wind, still can only take the same damage in one encounter even if its part of a 7 encounter day or 1 encounter day. The other end of the spectrum is dailies. Once you scale up in level, they will have more of these powers. Being able to use multiple dailies in a fight can be a big game changer. When I plan out an adventure for my current group, I like to give them a stiff challenge up front, and get them to burn off a daily off in front, and then a couple of easier ones to pepper them with shots, and then a tough final encounter. Higher level characters who can "go nova" with powers can quickly cut through even the toughest monsters. [/QUOTE]
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