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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="Scribble" data-source="post: 4401353" data-attributes="member: 23977"><p>In my experience (thus far) Yes and no/</p><p></p><p>Daily powrs are great, and make an encounter a bit easier, but they aren't "needed" to win the encounter.</p><p></p><p>With standard attack powers, and encounter powers, every player has "something" they can do that allows them to take part in the encounter.</p><p></p><p>This is where I saw the majority of the issues in 3e for the 15 minute workday. Once the spellcasters (mainly wizard) had depleted their spells, they were left with very little they could do in the encounter. (I don't see hitting someone 5% of the tme with a staff as meaningful.)</p><p></p><p>In 4e evena wizard's standard attack has a relatively decent chance of hitting.</p><p></p><p>So from a power's perspective they fixed things. That said, however, I'm still seeing the issue crop up with Healing Surges... Once those are depleted, attraction of "resting" shows up.</p><p></p><p>My group doesn't have a cleric, so their healing surges tend to get depleted faster.</p><p></p><p>I'm thinking more use of action points could be a good house rule?</p><p></p><p>IE once you're down to 0 healing surges, you can start spending action points to gain an extra surge? (obviously there should be a limit to this though.)</p></blockquote><p></p>
[QUOTE="Scribble, post: 4401353, member: 23977"] In my experience (thus far) Yes and no/ Daily powrs are great, and make an encounter a bit easier, but they aren't "needed" to win the encounter. With standard attack powers, and encounter powers, every player has "something" they can do that allows them to take part in the encounter. This is where I saw the majority of the issues in 3e for the 15 minute workday. Once the spellcasters (mainly wizard) had depleted their spells, they were left with very little they could do in the encounter. (I don't see hitting someone 5% of the tme with a staff as meaningful.) In 4e evena wizard's standard attack has a relatively decent chance of hitting. So from a power's perspective they fixed things. That said, however, I'm still seeing the issue crop up with Healing Surges... Once those are depleted, attraction of "resting" shows up. My group doesn't have a cleric, so their healing surges tend to get depleted faster. I'm thinking more use of action points could be a good house rule? IE once you're down to 0 healing surges, you can start spending action points to gain an extra surge? (obviously there should be a limit to this though.) [/QUOTE]
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The 15 min. adventuring day... does 4e solve it?
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