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<blockquote data-quote="Abstruse" data-source="post: 5940305" data-attributes="member: 6669048"><p>I haven't shown anything of the sort. I've shown that if your resources are encounter-based then you have to balance design on an encounter basis. I've shown examples. I've done analogies involving fruit. I can't explain it again without having a psychotic break.</p><p></p><p><em>If the majority of a character's resources recharge on an encounter basis, that means that every encounter has to challenge them. Otherwise, the encounter is front-loaded with those increased abilities and is too easy to be a challenge. There are also no resources expended as they refresh at the end of the encounter.</em></p><p><em></em></p><p>Either you're not getting what I'm saying or I'm not getting your counter argument but either way, we can just copy and paste our posts and replies at this point because we're going around in circles. I've exhausted every single way I can think of to rephrase my statements, so let's assume I'm the one that can't figure out what the hell we're talking about and you try a different way to explain to me what you're saying.</p><p></p><p> </p><p>I bolded that last line for you because it's the important part. I've done 1st/2nd ed conversions to 4e too. But after a point, all you're doing is writing an entirely new adventure from scratch using a map someone drew in the 70s/80s and sticking to their theme for monster choices. I gave up on trying after my fourth one because it was easier and faster to write something completely from scratch that tried to tell the same story.</p><p></p><p>If you try to do a straight conversion, encounters are going to be horribly unbalanced by being either far too easy or far too difficult. If you group enemies into set and balanced encounters, you're re-writing the adventure. You're no longer making a conversion, you're doing a remake.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5940305, member: 6669048"] I haven't shown anything of the sort. I've shown that if your resources are encounter-based then you have to balance design on an encounter basis. I've shown examples. I've done analogies involving fruit. I can't explain it again without having a psychotic break. [I]If the majority of a character's resources recharge on an encounter basis, that means that every encounter has to challenge them. Otherwise, the encounter is front-loaded with those increased abilities and is too easy to be a challenge. There are also no resources expended as they refresh at the end of the encounter. [/I] Either you're not getting what I'm saying or I'm not getting your counter argument but either way, we can just copy and paste our posts and replies at this point because we're going around in circles. I've exhausted every single way I can think of to rephrase my statements, so let's assume I'm the one that can't figure out what the hell we're talking about and you try a different way to explain to me what you're saying. I bolded that last line for you because it's the important part. I've done 1st/2nd ed conversions to 4e too. But after a point, all you're doing is writing an entirely new adventure from scratch using a map someone drew in the 70s/80s and sticking to their theme for monster choices. I gave up on trying after my fourth one because it was easier and faster to write something completely from scratch that tried to tell the same story. If you try to do a straight conversion, encounters are going to be horribly unbalanced by being either far too easy or far too difficult. If you group enemies into set and balanced encounters, you're re-writing the adventure. You're no longer making a conversion, you're doing a remake. [/QUOTE]
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