Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Players dissatisfied with level of danger in 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SWAT" data-source="post: 5113846" data-attributes="member: 2751"><p>Thanks for all the feedback everyone! Now, to answer some of the questions and comments I remember reading...</p><p></p><p>We've been applying the death saving throw rules correctly, so it was never that that was affecting the danger.</p><p></p><p>While I play a dedicated healer when someone else DMs, that hasn't been the case recently, and wasn't an issue when the discussion was sparked. The party's healing capabilities come entirely from second wind, healing potions, and the few healing powers that the druid (multiclass shaman) has. Healing potions have been used more than anything else to revive unconscious allies, but limiting them, especially given the low cost of the weakest type, would be impossible to explain in-game and not my favorite solution out-of-game.</p><p></p><p>As for death saving throws continuing throughout the fight, what usually happens is that by the time the first PC goes down, monster resources are now low enough, and even lower when the PC is healed, that bringing them back down to 0 is hard to accomplish. In other words, no PC usually goes down until near the end of the fight.</p><p></p><p>So, often only having one fight per day seems to be the culprit that many of you have identified. It happens that way because we only have two three-hour sessions a month, so I tend to condense combat so a single adventure doesn't take months to resolve. For the same reason, we automatically level-up ever two sessions instead of counting experience points, because we'd like to level-up more than three-four times a year.</p><p></p><p>But, I'm definitely going to try only allowing the benefits of an extended rest at my discretion. By bringing back resource management and allowing me to vary encounter difficulty, the game should get closer to the baseline design, and likely involve slightly more risk. Mixed with, say, death at 2 failed death saving throws, and death at negative surge value, and this will certainly be closer to what my players are looking for, though perhaps too deadly.</p></blockquote><p></p>
[QUOTE="SWAT, post: 5113846, member: 2751"] Thanks for all the feedback everyone! Now, to answer some of the questions and comments I remember reading... We've been applying the death saving throw rules correctly, so it was never that that was affecting the danger. While I play a dedicated healer when someone else DMs, that hasn't been the case recently, and wasn't an issue when the discussion was sparked. The party's healing capabilities come entirely from second wind, healing potions, and the few healing powers that the druid (multiclass shaman) has. Healing potions have been used more than anything else to revive unconscious allies, but limiting them, especially given the low cost of the weakest type, would be impossible to explain in-game and not my favorite solution out-of-game. As for death saving throws continuing throughout the fight, what usually happens is that by the time the first PC goes down, monster resources are now low enough, and even lower when the PC is healed, that bringing them back down to 0 is hard to accomplish. In other words, no PC usually goes down until near the end of the fight. So, often only having one fight per day seems to be the culprit that many of you have identified. It happens that way because we only have two three-hour sessions a month, so I tend to condense combat so a single adventure doesn't take months to resolve. For the same reason, we automatically level-up ever two sessions instead of counting experience points, because we'd like to level-up more than three-four times a year. But, I'm definitely going to try only allowing the benefits of an extended rest at my discretion. By bringing back resource management and allowing me to vary encounter difficulty, the game should get closer to the baseline design, and likely involve slightly more risk. Mixed with, say, death at 2 failed death saving throws, and death at negative surge value, and this will certainly be closer to what my players are looking for, though perhaps too deadly. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Players dissatisfied with level of danger in 4e
Top