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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="Raven Crowking" data-source="post: 5174310" data-attributes="member: 18280"><p>Well, I'm not sure what edition you are playing now, but every edition I have ever played has hard time factors -- how long it takes to travel from X to Y, how long it takes to search an area, how often random encounters occur (in some editions), how long a combat round lasts, how long it takes to regain hit points through rest, when spells can be regained, how long it takes to craft an item or research a spell, etc.</p><p></p><p>It seems to me to be trivially easy to make these things important. In fact, my players chafe at the idea of their characters having downtime when they could be out doing something. YMMV.</p><p></p><p></p><p></p><p>They know what Baron McEvilton is doing.</p><p></p><p>If Baron McEvilton kills 10 people a day, it doesn't take a genius to realize that 100 people will die if you wait 10 days. If Baron McEvilton has posted bans for his upcomming wedding, in 3 months, which will greatly enhance his political power, then the players know they have three months to do something about it, or they will have to deal with a more powerful Baron McEvilton.</p><p></p><p></p><p></p><p>Your points about henchmen and organizations are all valid, but they are not new to 4e. People have been doing the same since I began gaming! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5174310, member: 18280"] Well, I'm not sure what edition you are playing now, but every edition I have ever played has hard time factors -- how long it takes to travel from X to Y, how long it takes to search an area, how often random encounters occur (in some editions), how long a combat round lasts, how long it takes to regain hit points through rest, when spells can be regained, how long it takes to craft an item or research a spell, etc. It seems to me to be trivially easy to make these things important. In fact, my players chafe at the idea of their characters having downtime when they could be out doing something. YMMV. They know what Baron McEvilton is doing. If Baron McEvilton kills 10 people a day, it doesn't take a genius to realize that 100 people will die if you wait 10 days. If Baron McEvilton has posted bans for his upcomming wedding, in 3 months, which will greatly enhance his political power, then the players know they have three months to do something about it, or they will have to deal with a more powerful Baron McEvilton. Your points about henchmen and organizations are all valid, but they are not new to 4e. People have been doing the same since I began gaming! :lol: RC [/QUOTE]
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