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General Tabletop Discussion
*Dungeons & Dragons
Points of Light - replacement for random encounters
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<blockquote data-quote="andy3k" data-source="post: 5530214" data-attributes="member: 6674918"><p>My group has had more than one instance of running out of healing surges half way through a combat encounter. I don't think people value healing surges much until that happens a couple of times. Same thing goes for Second Wind, which my group ignores UNLESS we run two encounters back to back without short rest and we are out of healing.</p><p></p><p>Valuation:</p><p>1. Standard actions</p><p>2. Move actions have variable importance</p><p>3. Daily attack AND utility powers</p><p>4. Action points</p><p>5. Daily item powers</p><p>6. Healing surges</p><p>7. Hit points</p><p></p><p>In my particular group, not getting to take your standard action is the most painful punishment that exists. Move actions vary between completely unimportant to critical, depending on character design and encounter details. Daily utility powers can be just as useful as combat powers. Daily item powers are fun and effective but usually quite conditional. Most of the time, we do not run out of surges, even when we run into monsters that steal surges, so losing 1 or 2 is not critical. Losing hit points is even less important UNLESS hit points lost in one hit is greater than healing surge value, in which case it switches places with healing surges.</p><p></p><p>The top two and bottom two priorities can easily change places in the priority list depending on the DM. If I choose to run creatures or effects that stun or daze then priority 1 drops to the bottom. If combat is usually difficult, monsters and effects steal surges, and healing isn't plentiful, then healing surges and hit points become more valuable ... but DMs usually do not push games to the dangerous but not TPK level.</p></blockquote><p></p>
[QUOTE="andy3k, post: 5530214, member: 6674918"] My group has had more than one instance of running out of healing surges half way through a combat encounter. I don't think people value healing surges much until that happens a couple of times. Same thing goes for Second Wind, which my group ignores UNLESS we run two encounters back to back without short rest and we are out of healing. Valuation: 1. Standard actions 2. Move actions have variable importance 3. Daily attack AND utility powers 4. Action points 5. Daily item powers 6. Healing surges 7. Hit points In my particular group, not getting to take your standard action is the most painful punishment that exists. Move actions vary between completely unimportant to critical, depending on character design and encounter details. Daily utility powers can be just as useful as combat powers. Daily item powers are fun and effective but usually quite conditional. Most of the time, we do not run out of surges, even when we run into monsters that steal surges, so losing 1 or 2 is not critical. Losing hit points is even less important UNLESS hit points lost in one hit is greater than healing surge value, in which case it switches places with healing surges. The top two and bottom two priorities can easily change places in the priority list depending on the DM. If I choose to run creatures or effects that stun or daze then priority 1 drops to the bottom. If combat is usually difficult, monsters and effects steal surges, and healing isn't plentiful, then healing surges and hit points become more valuable ... but DMs usually do not push games to the dangerous but not TPK level. [/QUOTE]
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Points of Light - replacement for random encounters
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