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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="Celtavian" data-source="post: 4401796" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p></p><p></p><p>Remember they only have to rest 6 hours in 4th edition to replenish dailies and healing surges. Adventurers are the kind of people that operate like a special operations force. That means limited rest. </p><p> </p><p> </p><p> </p><p></p><p></p><p>No. I think the PCs should be forced to find a place to set up a hidden camp. Think of it in terms of a special operations force operating behind enemy lines. Spec ops forces set up hidden camps that they operate from while doing their job behind enemy lines. They plan guard rotations and sleep schedules to get their team replenished for the day of work.</p><p></p><p>That's what the party should be doing. They should retreat when they want to rest pulling completely out of the dungeon to their hidden camp.</p><p> </p><p> </p><p> </p><p></p><p></p><p>I've been wondering about this myself. I haven't ran into the healing surge wall yet in 4E. I think once I have a feel for what the party can take as far as encounters go, I'll better be able to design encounters the way I like to design them. Right now I am a bit reticent about designing encounters using my old model because I know healing is limited.</p><p></p><p>I still do think about encounters in terms of intelligent tactics like pressing the monsters into a narrow space for handling numbers, separating them to lower group abilities, and just all around good tactics. I've always been of the opinion that parties that use poor tactics deserve to die. </p><p></p><p>But I don't want to start throwing waves of monsters at the PCs until I see how they handle a series of encounters. The monsters in 4E are much stronger than in 3E. I almost killed one of my party members with some Goblin Sharpshooters. That was the second encounter of the dungeon. The Goblin Sharpshooters had a better chance to hit than most of the party and did good damage, especially when they ambushed the lead characters. </p><p></p><p>These new 4E monsters are going to take getting used to. They are very dangerous for even level opponents with about the same chance to hit as the characters if not better. You can't throw waves of monsters at the PCs because they'll die. </p><p></p><p>I hope it scales better at higher level like 3E did. But I get the feeling the players won't become much stronger than what they are fighting. It seems the game wasn't designed for that to happen. But we shall see.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 4401796, member: 5834"] [b]re[/b] Remember they only have to rest 6 hours in 4th edition to replenish dailies and healing surges. Adventurers are the kind of people that operate like a special operations force. That means limited rest. No. I think the PCs should be forced to find a place to set up a hidden camp. Think of it in terms of a special operations force operating behind enemy lines. Spec ops forces set up hidden camps that they operate from while doing their job behind enemy lines. They plan guard rotations and sleep schedules to get their team replenished for the day of work. That's what the party should be doing. They should retreat when they want to rest pulling completely out of the dungeon to their hidden camp. I've been wondering about this myself. I haven't ran into the healing surge wall yet in 4E. I think once I have a feel for what the party can take as far as encounters go, I'll better be able to design encounters the way I like to design them. Right now I am a bit reticent about designing encounters using my old model because I know healing is limited. I still do think about encounters in terms of intelligent tactics like pressing the monsters into a narrow space for handling numbers, separating them to lower group abilities, and just all around good tactics. I've always been of the opinion that parties that use poor tactics deserve to die. But I don't want to start throwing waves of monsters at the PCs until I see how they handle a series of encounters. The monsters in 4E are much stronger than in 3E. I almost killed one of my party members with some Goblin Sharpshooters. That was the second encounter of the dungeon. The Goblin Sharpshooters had a better chance to hit than most of the party and did good damage, especially when they ambushed the lead characters. These new 4E monsters are going to take getting used to. They are very dangerous for even level opponents with about the same chance to hit as the characters if not better. You can't throw waves of monsters at the PCs because they'll die. I hope it scales better at higher level like 3E did. But I get the feeling the players won't become much stronger than what they are fighting. It seems the game wasn't designed for that to happen. But we shall see. [/QUOTE]
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The 15 min. adventuring day... does 4e solve it?
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