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General Tabletop Discussion
*Dungeons & Dragons
Pushing the 4th edition envelope
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<blockquote data-quote="LostSoul" data-source="post: 6296083" data-attributes="member: 386"><p>I think there are some interesting design questions here, starting off with this being a DM pacing choice vs. a player choice.</p><p></p><p>For example, in my game the pacing is mainly player-driven. Let's assume the PCs went to some nearby adventuring site, spent a number of their daily powers, and have come back to town to recover them. The PCs hear about some strange cloaked figures who have moved into Farmer Neb's barn. Now the players have to decide if they want to go and check it out right away or take some time to recover their resources - especially wizards, who take a long time to get back their spells. Those cloaked figures might be nothing major or they might be spies from an NPC "lair" (an organization which is probably trouble for the PCs).</p><p></p><p>So there's a player choice there. Probably not the same kind of choice that you'd be aiming for; I'm just using it an an illustration.</p><p></p><p>I guess DM pacing choices might be more along the lines of player flags - the player's telling the DM that he wants to be put into situations where there's a chance to fulfil this resource recovery trigger. Maybe something like Keys from the Shadow of Yesterday would be something to look at - each PC has a few ways to trigger their resource recovery (I'd probably base them on Paragon Path choices); the DM creates situations where the player has to decide which trigger to take.</p><p></p><p>In this case the player is making a choice, but it's more of a thematic choice instead of a pacing choice, if that makes any sense.</p><p></p><p>(I guess you could also tie each specific daily power to different triggers as well. There are a bunch of ways to do it.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6296083, member: 386"] I think there are some interesting design questions here, starting off with this being a DM pacing choice vs. a player choice. For example, in my game the pacing is mainly player-driven. Let's assume the PCs went to some nearby adventuring site, spent a number of their daily powers, and have come back to town to recover them. The PCs hear about some strange cloaked figures who have moved into Farmer Neb's barn. Now the players have to decide if they want to go and check it out right away or take some time to recover their resources - especially wizards, who take a long time to get back their spells. Those cloaked figures might be nothing major or they might be spies from an NPC "lair" (an organization which is probably trouble for the PCs). So there's a player choice there. Probably not the same kind of choice that you'd be aiming for; I'm just using it an an illustration. I guess DM pacing choices might be more along the lines of player flags - the player's telling the DM that he wants to be put into situations where there's a chance to fulfil this resource recovery trigger. Maybe something like Keys from the Shadow of Yesterday would be something to look at - each PC has a few ways to trigger their resource recovery (I'd probably base them on Paragon Path choices); the DM creates situations where the player has to decide which trigger to take. In this case the player is making a choice, but it's more of a thematic choice instead of a pacing choice, if that makes any sense. (I guess you could also tie each specific daily power to different triggers as well. There are a bunch of ways to do it.) [/QUOTE]
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