Per-Encounter Powers

In looking at this change, I'm wondering what we gained for eliminating encounter powers.

At this point, we have at-wills, dailies, and simple conditional powers "use sneak attack when you have advantage..." That's a really small design space to work with when you start to think about it, and one that makes it hard to design effects that are better than what you can do all the time, but not so good that you can only do them a couple times a day.

What did we get from this? Some players sense of verisimilitude was improved. Was it worth the trade? Since it largely eliminates different actions that are available to non-spellcasters, I certainly don't think so.

I wonder if there would be any type of power that would be usable once or twice in an encounter that would not ruffle the feathers of older edition fans. Is there a OSR game that does anything like encounter powers?

Reducing the utility of every martial based character seems to be a high price to pay for what amounts to not liking the fluff behind the rules... is there anything else than "realism" behind this change?
 

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What did we get from this? Some players sense of verisimilitude was improved. Was it worth the trade? Since it largely eliminates different actions that are available to non-spellcasters, I certainly don't think so.

?

In my opinion, absolutely worth the trade. This stuff killed martial classes for me. I their place they can easily insert maneuvers or or powers that expend hit points to use if people need more buttons. Personally I will be very happy to see encounter powers go.
 

Ideally, I would like 5e to include options for powers that are regained after a short rest for every class, but no class should be required to take them. For spellcasters, this could be at-will or daily spells that have an greater or lesser effect that can be regained after a short rest. For non-spellcasters, there could be some vigor or stamina-based mechanic for more powerful attacks which could be regained after a short rest.

Yes, I realize there are balance issues, but I like the additional tactical options too much. :)
 

In looking at this change, I'm wondering what we gained for eliminating encounter powers...

What did we get from this? Some players sense of verisimilitude was improved.
Their removal does remove the artificially contrived pacing of encounter-based actions. I would suggest you accept that this is quite important to some players who cannot or do not wish to fold such artificial restrictions into their gaming.

Was it worth the trade? Since it largely eliminates different actions that are available to non-spellcasters, I certainly don't think so.
I think you're being a little unimaginative here. For example, imagine that actions for martial (that is explicitly non-magical) exploits are all "at-will". However, if the martial combatant has advantage they can get more out of their action (within the power level of design space taken up by 4e encounter exploits). This means that advantage and gaining advantage become a pivotal aspect of combat for martial combatants. It means that advantage might need to be a little more carefully defined; however it also means that the mechanically supported teamwork aspect of 4e is incorporated into 5e. Working to give allies advantage becomes key to getting the most out of the group in combat.

For even more specialized results from at-will exploits, you may have a further condition (such as the target is prone/stunned/foo-ba'd in some way) that is required on top of advantage to go a step further to incorporate the "daily" space, freeing all characters from the artificial constraints of 4e. You'd need to be careful here in terms of spamming group action combinations. Still, you have a neat way of attacking using a single exploit that depending upon different conditions will be in the at-will, encounter or daily point of the power-level spectrum all without the rules saying "no, you can't do that" for the artificial reason that your character had already done that action in this encounter or several hours earlier.

In essence, my point is that the design space is always going to be there, it is just a matter of how you are going to design access to that space that counts.

Best Regards
Herremann the Wise
 

Their removal does remove the artificially contrived pacing of encounter-based actions. I would suggest you accept that this is quite important to some players who cannot or do not wish to fold such artificial restrictions into their gaming.
Seriously, this is why I keep referring to powers that are regained after a short rest in my posts in this thread. Deliberately or otherwise, focusing on the fact that they are (usually) useable one or more times per encounter can make them seem artifical. However, if you internalize the idea that they are abilities that you regain after you take a short rest, maybe they won't seem so bad.

For spells, in particular, if you have no problem with the idea of powerful spells that need a significant amount of rest (8 hours) before your mind is fresh enough to prepare, and you have no problem with the idea of minor spell effects that can be performed at will, why would you have a problem with intermediate spell effects which still need some preparation (like your more powerful spells), but are less mentally taxing and can be prepared any time you have five or ten minutes to study your spellbook or meditate and pray?
 

Seriously, this is why I keep referring to powers that are regained after a short rest in my posts in this thread. Deliberately or otherwise, focusing on the fact that they are (usually) useable one or more times per encounter can make them seem artifical. However, if you internalize the idea that they are abilities that you regain after you take a short rest, maybe they won't seem so bad.
Which makes the most sense in terms of the campaign world:
* I can't do this action again because I've already done it this encounter.
* I can't do this action again because I haven't had a short rest since the last time I did it.
* I can't do this again because I haven't got my opponent where I need him to do it.

Now some people don't care about this; some will narrate the third to justify the first or the second; and some people will care that the reason given is also mechanically supported and much prefer the 3rd (and not some unsupported fluff to just say why something happened). In terms of the big picture, the people that are wanting the third option prefer for the mechanics to define the campaign world.

There is nothing wrong with any of the three options really, it comes down to a preference of style. When one of them gets excluded though, you have a problem if you are attempting the one tent approach. You need a system that is going to satisfy those who want the power level of "encounter exploits" while at the same time supporting those who want a believable (to them) campaign world.

For spells, in particular, if you have no problem with the idea of powerful spells that need a significant amount of rest (8 hours) before your mind is fresh enough to prepare, and you have no problem with the idea of minor spell effects that can be performed at will, why would you have a problem with intermediate spell effects which still need some preparation (like your more powerful spells), but are less mentally taxing and can be prepared any time you have five or ten minutes to study your spellbook or meditate and pray?
This is an interesting question worth exploring. Essentially, it is "where does the power come from for a character to do things"? A priest needs a connection to a divine entity. A wizard needs to study their spellbook (the classic D&D trope). A druid needs time to meditate. These are all things that take a non-trivial amount of time (they are not readily done in combat).

A fighter on the other hand reacts to their circumstances in combat. They might train on a regular basis to keep fit, keep their eye in, to stay sharp but it is not something that overtly affects their encounter to encounter performance. It's not like they can do training for 5 minutes, teleport in and perform at a higher level because of that training. A martialist's training is more organic and ongoing in terms of time. As such, a martialist doesn't exactly "prepare" but consistently train (I think the feat is an excellent way to represent this sort of training that gives access to an ability).

However, I think it feasible that you could say the same of a wizard. The Vancian restriction (ala Turjan) is a false one of sorts but for many; this IS D&D. I could imagine however a very similar situation for the wizard as a fighter. They learn their arcane stuff and as long as they can cast the spell (not failing to cast it and certainly not botching the attempt), they cast the spell. They can cast any spell they know at any time, but with the risk of failing or possibly botching (where the wizard suffers one or more of a variety of penalties). I think a similar thing is true of a Druid where they know their stuff but perhaps focus more on rituals than combat magic. With a successfully performed ritual, they can command long lasting supernatural effects.

Perhaps the one where the short rest mechanic makes the most sense is the priest, who must establish a connection with their deity. The act of prayer is one neatly in line with the short rest you mention (although I can imagine numerous ways how it could be done outside of even this). The wizard, fighter and druid however sit uncomfortably within the short rest to gain power structure (except of course for regaining hit points or a character's wind). The Vancian system while a reasonable method of restriction for wizards if you like that model makes less sense when applied to non-arcane magical characters.

Best Regards
Herremann the Wise
 

Perhaps the one where the short rest mechanic makes the most sense is the priest, who must establish a connection with their deity. The act of prayer is one neatly in line with the short rest you mention (although I can imagine numerous ways how it could be done outside of even this). The wizard, fighter and druid however sit uncomfortably within the short rest to gain power structure (except of course for regaining hit points or a character's wind). The Vancian system while a reasonable method of restriction for wizards if you like that model makes less sense when applied to non-arcane magical characters.

I think we're getting into over-thinking.

I sprint 100 metres, I need a short rest.

Any set of powers that you can imagine drains fatigue quickly (or any equivalent resource), but that the person doing it should recover quickly, can be justified as as needing a short rest.

There is a gamist angle too - the encounter power system in 4E deliberately avoids making you track the implied short-term resource, instead you get one shot at using each power. Apart from psionic power points. And that's because we can stick other justifications over the top when any kind of power gets limited use - e.g. only special situations allow the use of a specially-effective manouver or spell. These situations are assumed too detailed to model or describe in the rules, and for the sake of a balanced and simple roll game the decision about when they apply is put into the hands of the players.

Justification of the game mechanics is always post-hoc. Some justifications seem to ring true to some players and DMs more than others. However, arguing in the other direction - that <CLASS> is like <X> therefore powers work like <Y>, really goes nowhere. You can reasonably argue any combination of CLASS, X and Y, and there will be players and DMS out there who would agree with you and be happy to play a game like that.
 

Characters have a certain number of encounter powers they can use each day
Isn't this 4e psionics, more-or-less?

savvy players use their short-rest powers first, since there's no point in saving them for a future encounter (unlike dailies).

<snip>

Conclusion? In games with short-rest powers, easy encounters are easier and hard encounters are harder, compared to a similar game designed without such powers. Short-rest powers indeed make it harder to create "balanced" encounters.

That said, I am not personally against short-rest powers. The above analysis applies to a vaguely 4E-like game, but it is possible to mitigate the front-loading issue.
Agreed. And at least for the PCs in my game, the mitigation is there (ie the encounter powers aren't just the at-will powers with bigger numbers - though the archer ranger comes closest to this).

It's presumably a bigger issue for Essentials martial PCs, whose enounter powers are just damage boosts.

Do you seriously think there are many games out there where the GM is not allowing, or indeed not insisting that the players sleep once in every 24 hours or so on a regular basis?

It is the assumed normal, because it is the normal.
In my ordinary, white-collar life I have gone through periods where I have been averaging quite a bit less than 8 hours rest per 24 hours for days at a time. I think that soldiers in battle frequently get less sleep than that.

But anyway, even if sleep is hard-coded, the encounter balance around it is not. There is nothing stopping the GM making more encounters available in a day than a typical set of daily resources can deal with. And in fact this is fairly common (eg most D&D dungeon modules are like this). At which point the issue becomes not too little sleep per 24 hours, but too much (ie the 15 minute day).
 

In order to create an effective, interesting, and challenging adventure; you had to make sure that every single encounter was challenging in and of itself.
I now had to make every single encounter some sort of challenge.

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I like 4e, but it's a different "genre" than 1st-3.x/PF/Next. Those games are more adventure style. They're Indiana Jones. Meanwhile, 4e was action.
A 1st/2nd/3.x/PF game to me is an adventure story, while 4e is an action story.
I agree that 4e only works if every encounter/event/episode of play is interesting. But I am inclined to generalise that over RPGs as a whole.

I certainly don't experience, in my 4e game, any dramatic "adventure vs action" contrast of the sort that you are describing here. The PCs go to places and exciting stuff happens to them. Sometimes they are the initiators. Sometimes they are the victims of others' initiations.

If players only have daily and at-will abilities and run across a scout or guard, they're not going to waste those daily abilities to not waste the resources. They may, however, lose other resources such as HP/healing or ammunition.

<snip>

If resources are shifted back to an encounter based design, that means that any encounter that isn't in and of itself a challenge becomes nothing more than a waste of time. They're not losing any resources with a short, easy encounter. Even if things go bad (which in a daily-based resource balance means they may have to use up spell slots for healing or attack), it's not going to matter because those encounter resources come right back.

<snip>

If that had been a previous edition or Next as-written, it still could have been an interesting combat. The

<snip>

his attack would've meant something more than "Oh no, I have to spend one healing surge."
Two responses. First, losing healing surges matters. This is the major long-term resource management of 4e, at least as it plays at my table.

Second, you answered your own question:

Then that's no longer a fight. That's a skill challenge with initiative.
In 4e taking out a guard or two is also a skill challenge (with or without initiative). Mechanically, the way I handle it is as a skill check to turn an NPC into a minion (and hence a one-shot kill on a successful attack). If the skill check fails, then the NPC isn't minionised, at which point it can be resolved quickly using the combat rules and the PC runs the risk of being heard, having the NPC escape, etc.

But you could run it even more abstractly if you wanted: skill challenge - success leads to minionisation, failure leads to the NPC escaping to sound the alarm.

Small encounters (e.g. a couple of guards at the entrance) often not worth the set up time, compared to how they progress the story. You could of course run such things as a skill challenge, but I found that this didn't sit well with the players, they expect fights of any kind to use the combat mechanics.
This han't been my own experience.

Encounter-based design forces me as DM to make sure that every encounter in and of itself is challenging, eliminates the usefulness of small encounters like a couple of guards or a single enemy, and creates an artificial feel to design that forces each "room" of a dungeon to act independently of all others.
Encounter-based design makes no logical sense for a story standpoint (because monsters or NPCs aren't going to stay huddled in encounter-level appropriate groups) or from a historical game standpoint (4e is the only edition of D&D and now that I think about it the only roleplaying game I can think of that had an encounter-based design).
Again, two things. First, this sounds to me like bad scenario design. If you're setting up situations that are non-verisimilitudinous, stop doing it. Design scenarios that are versimilitudinous instead, including where friends and allies come to one another's aid.

Second, encounter-based design is pretty much the standard for a whole swathe of contemporary RPGs: Maelstrom Storytelling is an early example (1997) but there is also HeroWars/Quest, Burning Wheel, and a lot of other indie or indie-inspired systems.

And most of these games aren't notorious for their weak stories. The main design purpose of encounter (or scene/situation) based design is to produce strong stories without railroading - the GM frames a scene, the players engage it with their PCs, everyone gives it all they've got using the agreed-upon action resolution mechanics, and because the scene was interesting, and had stuff in it to engage and challenge the players (and their PCs), when it comes to a resolution the shared fiction will be in an interesting state that wasn't known at the begining.

This sort of game doesn't work, of course, if the GM tries to frame all the scenes in advance. Because you can't frame scene B until you know the outcome of encounter/scene A - which, if encounter/scene A was worth playing through at all, can't be known in advance.

In my experience, players will hold onto their daily powers until the "last fight of the day" unless they're thoroughly in the weeds. If you follow the standard 5 encounter design that a lot of adventures had, the first 4 encounters are pretty much the same unless you take pains to vary the monsters and their abilities and the terrain.

<snip>

I want a system where I as DM have the freedom to decide what sort of adventure I design.
Whereas pre-4E allowed for more avenues of assault (including ones the DM didn't think of), 4E discouraged going any where your DM hadn't planned.
To me, these suggest bad adventure design. In particular, it suggests that the sequence of events is preordained. Which is the exact opposite of scene-based or encounter-based design - it looks to me like plot-based design with pretty heavy-handed railroading.

I mean, how can the players tell that an encounter is "the last of the day" unless the sequence of events in the fiction is already pre-determined?

In almost all situations, the kobold caves are a single encounter.
I haven't converted, or tried to convert, the Caves of Chaos. I didn't enjoy it when I first encountered it 30 years ago, and my view of it hasn't really changed.

But when I ran the Chamber of Eyes from the 4e module H2 Thunderspire Labyrinth, this was exactly how I ran it. Except for the drunken revellers, who didn't hear the fighting taking place in the rest of the stronghold, it was a single "encounter" with no short rest taken until the PCs had forced the archers to retreat to a defensible position.

No one knew in advance that it would play out this way. There was no need for this alleged "artificial cocooning" of NPCs one from the other.

I build encounters on-the-fly all the time.
Likewise. I often have pre-prepared elements to hand such as NPCs and monsters (either written up or in the rulebooks). But the way things actually play out depends on the players' choices.

In my second session of 4e (running my conversion of Night's Dark Terror) I had to abandon my plan for the goblins to attack the farmhouse, when the PCs were fooled by a goblin trick and instead went out into the forest. A quick sketch map later, and the we were able to resolve the battle between the PCs and 20-odd goblins.

I also rely very heavily on the standard DC and damage charts for this sort of thing (and that is the whole point of those GM tools, isn't it?).

Try to convert one of the old 1st edition modules to 4e, sticking as close to the source material as possible, and see how well it works. I've tried. It doesn't.
Going to have to disagree with you.

<snip>

It's all on how you approach the conversion.
I've also converted modules: a lot of the old Basic module Night's Dark Terror, bits of the 3E module Speaker in Dreams, and bits of the Eden Odyssey d20 module Wonders Out of Time. I didn't have any trouble. I did have to make choices about which monsters would work best as minions, which as elites, and the like. But making those decisions is part and parcel of 4e GMing.

If a party of 10th-level 3E adventurers faces five separate ECL 8 combats before facing an ECL 13 set piece, their effectiveness in the final encounter is almost certainly reduced more (compared to how they would fare skipping the easy encounters) than a party of 10th-level 4E adventurers would be facing a level-13 encounter after a string of five level-8 encounters.

<snip>

you could argue that the 4E DM should combine some for those level-8 encounters into a smaller number of "real" encounters, but that's exactly the point. The 3E DM doesn't need to change his design.
Well, neither does the 4e GM once s/he designs properly for that system. I don't see that there is any assymetry here, except that you're taking 3E/PF design norms as the default.

That makes sense in a conversion context - if you're converting from system A to system B you will have to correct for different design senibilities in the two systems - but I don't think there is anything default about 3E/PF as such. In my personal experience, it tends to encourage lazy design, in which encounters aren't interesting and serve no purpose but to wear away hit points. (So-called filler encounters.)

That 4e makes it obvious that encounters are pointless unless they have a genuine point - actually matter within the fiction and to those playing at the table - is for me a strength, not a weakness.

If you want encounter-based play, you can get it from a daily-resource system with minimal fuss.
it's a lot easier to build an encounter-based adventure in an adventure-day based system than vice versa.
I don't agree with this either. Daily-based systems tend to introduce duration tracking, recovery-tracking, and other forms of resource management that drag attention out of the scene/encounter and into the more pedantic, exploratory aspects of play. And these features, whereby action resolution is not confined to the encounter, get in the way of closing finished scenes and opening new ones.

Good encounter-based play needs a good system in which action resolution is focused within the situation/encounter, rather than away from it. And 4e has many features that do this, from its short rest mechanics to its duration rules to its absence of long-lasting buffs.

If you have a daily-based design, you just have to make sure no particular encounter is going to TPK. Even weak encounters are going to chip away at resources and provide some level of challenge managing those resources.
As I said above, for me this reads along the lines of "boring encounters in a daily system can still deplete resources". True, but not describing a game I particularly care to play or GM.
 

I am honest-to-god curious: In what cases would you NOT take a short rest after an encounter? And how frequently do such cases actually occur in game?
I'm assuming that "encounter" here means something like "discrete group of foes". In that case, it's fairly common in my game for the PCs not to take a short rest after each encounter, either because (i) the paladin has used a buff (most often Wrath of the Gods) that lasts until the end of the encounter (ie for 5 minutes) and they want to keep the benefits of the buff, or (ii) a new group of foes comes upon the PCs before 5 minutes has passed.

Given that RPGs are almost always built around encounters, I consider abandoning encounter-based design a big step backwards. But D&D next is mostly being designed to be attractive to players of older editions. As this thread shows, eliminating encounter powers is the right measure to fulfill that design goal.
I agree with both parts of what you say - that encounter-based design is the most natural approach to RPG design, because it resolves the conundrum of story without railroading, but also that D&Dnext will probably not go down that path because of it's overall backwards-looking approach to design.

Their removal does remove the artificially contrived pacing of encounter-based actions.
I think that that's a pretty contentious way to describe a well-known and widely-used approach to RPG design.
 

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