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<blockquote data-quote="Tony Vargas" data-source="post: 5685357" data-attributes="member: 996"><p>You don't have to get all elaborate to handle a single-encounter day. You do have to consider how the relative value of resources changes, and you have to consider your party make-up, and your player's styles.</p><p></p><p>First, what changes:</p><p></p><ol> <li data-xf-list-type="ol">Healing Surges don't really matter - the players won't be able to spend 'em all before they die. </li> <li data-xf-list-type="ol">Surge /triggers/ do. Non-surge healing, normally very valuable, is not particularly better than triggering a surge. </li> <li data-xf-list-type="ol">Encounters are Dailies and Dailies are Encounters. You get to use Encounters /once/. You get to use Dailies /once/. Monsters are already built this way, they typically exist for only one encounter, anyway. If your style leans heavily towards single-encounter days, expect PCs to lean towards Daily utilities over encounter ones. PCs (like certain Essentials subclasses) who lack dailies or who horde them will underperform, perhaps radically.</li> <li data-xf-list-type="ol">'Until the end of the Encounter' is forever. Powers - PC or item or monster - that last 'until the end of the encounter' might as well be always-on. They become much more valuable. </li> </ol><p></p><p>Second, that doesn't really matter (much). PCs still get a mix of dailies and encounters - they can't trade in encounters for dailies (except utilities, assuming dailies are available at a given class/level). PCs still have more surges than triggers. PCs still have to worry that there might be a second encounter. All you really have to do is up the challenge enough that it's tough, even with dailies flying around like crazy. You don't have to compress a days worth of challenges into a single encounter to do that. You don't absolutely have to use waves (though it can be a fine aproach, keeping things from feeling too grindy and keeping the early rounds from being too lethal). IMX with this, a party can certainly handle double it's usual experience budget (which is comparable to level+4). Breaking it into waves allows the party to handle more. Giving the enemy any terrain or tactical advantages makes it much harder. (Lair Assault, for instance, is a level+5 encounter, in waves, with very nasty terrain.)</p><p></p><ol> <li data-xf-list-type="ol">Surges are generally thought of as resources - you really can't think of them that way in a single-encounter day. Surge-triggers are resources. Encounters & Dailies are aproximately equivalent resources. Hit points are resources. Aside from that, yes, you can make a very challenging, resource-depleting, single-encounter day.<br /> <br /> </li> </ol><p>No worries, there. However much you tap them out in a single encounter, they'll be OK after a short rest. Not 100%, but back to full hps, encounters re-charged, and able to handle modest (at level) challenges.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5685357, member: 996"] You don't have to get all elaborate to handle a single-encounter day. You do have to consider how the relative value of resources changes, and you have to consider your party make-up, and your player's styles. First, what changes: [List=1] [*]Healing Surges don't really matter - the players won't be able to spend 'em all before they die. [*]Surge /triggers/ do. Non-surge healing, normally very valuable, is not particularly better than triggering a surge. [*]Encounters are Dailies and Dailies are Encounters. You get to use Encounters /once/. You get to use Dailies /once/. Monsters are already built this way, they typically exist for only one encounter, anyway. If your style leans heavily towards single-encounter days, expect PCs to lean towards Daily utilities over encounter ones. PCs (like certain Essentials subclasses) who lack dailies or who horde them will underperform, perhaps radically. [*]'Until the end of the Encounter' is forever. Powers - PC or item or monster - that last 'until the end of the encounter' might as well be always-on. They become much more valuable. [/list] Second, that doesn't really matter (much). PCs still get a mix of dailies and encounters - they can't trade in encounters for dailies (except utilities, assuming dailies are available at a given class/level). PCs still have more surges than triggers. PCs still have to worry that there might be a second encounter. All you really have to do is up the challenge enough that it's tough, even with dailies flying around like crazy. You don't have to compress a days worth of challenges into a single encounter to do that. You don't absolutely have to use waves (though it can be a fine aproach, keeping things from feeling too grindy and keeping the early rounds from being too lethal). IMX with this, a party can certainly handle double it's usual experience budget (which is comparable to level+4). Breaking it into waves allows the party to handle more. Giving the enemy any terrain or tactical advantages makes it much harder. (Lair Assault, for instance, is a level+5 encounter, in waves, with very nasty terrain.) [LIST=1]Surges are generally thought of as resources - you really can't think of them that way in a single-encounter day. Surge-triggers are resources. Encounters & Dailies are aproximately equivalent resources. Hit points are resources. Aside from that, yes, you can make a very challenging, resource-depleting, single-encounter day. [/LIST]No worries, there. However much you tap them out in a single encounter, they'll be OK after a short rest. Not 100%, but back to full hps, encounters re-charged, and able to handle modest (at level) challenges. [/QUOTE]
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