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One Encounter Per Day
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<blockquote data-quote="Crazy Jerome" data-source="post: 5683167" data-attributes="member: 54877"><p>For something in between Defcon's suggestion and simply leaving the characters untouched but facing a massive encounter:</p><p> </p><p>Leave healing surges in. However, each day, a character starts with all encounter powers available but all daily powers not. Spending a surge lets you recharge an encounter power, mid encounter. </p><p> </p><p>You start with your full set of dailys, but they cost surges to use. The first daily used during an encounter costs one surge. The second costs two. And so on. Pretty soon, that one surge to recharge an encounters starts to look good. (You still can't use each daily more than once per day.)</p><p> </p><p>Each short rest nets you two surges (not repeatable between encounters). It also restores your encounter powers, as normal (is repeatable between encounters for funky non-encounter power use.) Each extended rest restores your surges. (May need to tweak the ratios. I'm only eyeballing it right now for sake of an example.)</p><p> </p><p>Effects:</p><p> </p><p>1. On those days when you fight 4 encounters, you can easily spread your full complement of dailys out over the day, recharge a few encounter powers, and if careful, even net a surge or two compared to RAW. The disadvantage to the players is that spiking dailys in an early fight is really going to bite for the later fightrs. When you fight only 1 encounter, you can unload all those dailys if you want, but it will leave you drained. </p><p> </p><p>2. If the single fight is a signficantly tougher, the players have decisions to make, even if they know it is a single fight. 2 surges for a second daily at the right time might be better than recharging 2 encounters over two attacks. Or not. Either way, the party can burn surges to get through the fight quicker, not incidently making the fight shorter.</p><p> </p><p>The biggest effect will be on encounter balance. But if you want to handle most of it on your end, this can be managed. Namely, single tough encounters can get out of hand quickly if you push too hard, because unloading all the dailys is so expensive. OTOH, waves are a bit easier to manage than normal, because of a built in way to recharge encounters that presumably scales with the damage the waves are dishing out.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5683167, member: 54877"] For something in between Defcon's suggestion and simply leaving the characters untouched but facing a massive encounter: Leave healing surges in. However, each day, a character starts with all encounter powers available but all daily powers not. Spending a surge lets you recharge an encounter power, mid encounter. You start with your full set of dailys, but they cost surges to use. The first daily used during an encounter costs one surge. The second costs two. And so on. Pretty soon, that one surge to recharge an encounters starts to look good. (You still can't use each daily more than once per day.) Each short rest nets you two surges (not repeatable between encounters). It also restores your encounter powers, as normal (is repeatable between encounters for funky non-encounter power use.) Each extended rest restores your surges. (May need to tweak the ratios. I'm only eyeballing it right now for sake of an example.) Effects: 1. On those days when you fight 4 encounters, you can easily spread your full complement of dailys out over the day, recharge a few encounter powers, and if careful, even net a surge or two compared to RAW. The disadvantage to the players is that spiking dailys in an early fight is really going to bite for the later fightrs. When you fight only 1 encounter, you can unload all those dailys if you want, but it will leave you drained. 2. If the single fight is a signficantly tougher, the players have decisions to make, even if they know it is a single fight. 2 surges for a second daily at the right time might be better than recharging 2 encounters over two attacks. Or not. Either way, the party can burn surges to get through the fight quicker, not incidently making the fight shorter. The biggest effect will be on encounter balance. But if you want to handle most of it on your end, this can be managed. Namely, single tough encounters can get out of hand quickly if you push too hard, because unloading all the dailys is so expensive. OTOH, waves are a bit easier to manage than normal, because of a built in way to recharge encounters that presumably scales with the damage the waves are dishing out. [/QUOTE]
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