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Players dissatisfied with level of danger in 4e
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<blockquote data-quote="Skallgrim" data-source="post: 5113705" data-attributes="member: 79271"><p>As many people have pointed out, you are running one encounter per day. This is overtly not part of the 4e design. I'm not going to try to talk you out of this, as it is your choice, but I'd like to reiterate at least some of the effects this has.</p><p></p><p>First, it makes the PCs daily powers much more useful, as they can reasonably expect to be able to use them in each fight. Careful rationing of Dailies, particularly conserving them during easier fights, is a normal part of 4e. Being able to use them each fight is simply going to make the fight much easier.</p><p></p><p>Healing Surges aren't a limiting factor. A deadly fight in one of my games is one where one or more PCs are low on healing surges, but the party cannot take an extended rest to recover them. If there is consistently only one fight per day, then any party with available healing will probably have tons of ways to get back into the fight.</p><p></p><p>Death Saves do not reset until you take an Extended Rest (unless I've totally missed that Errata). This means that the guy who goes down in one fight is one step closer to death in the next one. If you only do one Fight per day, then the "Three Strikes" rule almost never shows up.</p><p></p><p>If, for whatever reason, you've chosen to run a game where Daily powers are effectively Encounter powers, Healing Surges are effectively unlimited, and Death Saves have little consequences, then OF COURSE, Death is not to be feared.</p><p></p><p>Perhaps, if you cannot be convinced to try multi-encounter days, you might consider extremely high level encounters with waves. I'm talking level +5 or more, but with monsters of the appropriate level (party level-2 to party level+3 monsters) in large numbers. Then you could stagger these monsters, without all of them being encountered at one time (or even in the same room). This will push your PCs a bit harder, as the fight will last MUCH, MUCH longer, so they will be more likely to use up dailies, available healing, AND possibly run into the Three Strikes rule.</p><p></p><p>On the other hand, since you ALSO seem to feel that your fights last too long at 60+ minutes, this may not be an option. In that case, I think you simply might be playing the wrong game. D&D4e doesn't seem designed to provide single quickly resolved, reasonably deadly combats. You can change a LOT of the stuff to make it have both quick and deadly fights, but at that point, I think you'd be better off either playing another game or developing your own homebrew game. This isn't an insult. Some people prefer different playstyles, but not every game is really intended to suit every play style. Your party's preference sounds, at least to me, a lot more like AD&D (which I also loved, loved, loved). It might be more satisfying to run something like that (or Hackmaster, or GURPS).</p><p></p><p>I think you COULD modify 4e for that playstyle, but there would need to be a lot of changes, a LOT of rebalancing, and quite a bit of the written rules (feats, powers, etc). would be of minimal use. Who cares if you get extra healing during short rests, for example, if you take an extended rest after each fight? Who cares if your armor gives you extra death saves, if the group never comes close to needing three?</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 5113705, member: 79271"] As many people have pointed out, you are running one encounter per day. This is overtly not part of the 4e design. I'm not going to try to talk you out of this, as it is your choice, but I'd like to reiterate at least some of the effects this has. First, it makes the PCs daily powers much more useful, as they can reasonably expect to be able to use them in each fight. Careful rationing of Dailies, particularly conserving them during easier fights, is a normal part of 4e. Being able to use them each fight is simply going to make the fight much easier. Healing Surges aren't a limiting factor. A deadly fight in one of my games is one where one or more PCs are low on healing surges, but the party cannot take an extended rest to recover them. If there is consistently only one fight per day, then any party with available healing will probably have tons of ways to get back into the fight. Death Saves do not reset until you take an Extended Rest (unless I've totally missed that Errata). This means that the guy who goes down in one fight is one step closer to death in the next one. If you only do one Fight per day, then the "Three Strikes" rule almost never shows up. If, for whatever reason, you've chosen to run a game where Daily powers are effectively Encounter powers, Healing Surges are effectively unlimited, and Death Saves have little consequences, then OF COURSE, Death is not to be feared. Perhaps, if you cannot be convinced to try multi-encounter days, you might consider extremely high level encounters with waves. I'm talking level +5 or more, but with monsters of the appropriate level (party level-2 to party level+3 monsters) in large numbers. Then you could stagger these monsters, without all of them being encountered at one time (or even in the same room). This will push your PCs a bit harder, as the fight will last MUCH, MUCH longer, so they will be more likely to use up dailies, available healing, AND possibly run into the Three Strikes rule. On the other hand, since you ALSO seem to feel that your fights last too long at 60+ minutes, this may not be an option. In that case, I think you simply might be playing the wrong game. D&D4e doesn't seem designed to provide single quickly resolved, reasonably deadly combats. You can change a LOT of the stuff to make it have both quick and deadly fights, but at that point, I think you'd be better off either playing another game or developing your own homebrew game. This isn't an insult. Some people prefer different playstyles, but not every game is really intended to suit every play style. Your party's preference sounds, at least to me, a lot more like AD&D (which I also loved, loved, loved). It might be more satisfying to run something like that (or Hackmaster, or GURPS). I think you COULD modify 4e for that playstyle, but there would need to be a lot of changes, a LOT of rebalancing, and quite a bit of the written rules (feats, powers, etc). would be of minimal use. Who cares if you get extra healing during short rests, for example, if you take an extended rest after each fight? Who cares if your armor gives you extra death saves, if the group never comes close to needing three? [/QUOTE]
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