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<blockquote data-quote="nnms" data-source="post: 5482473" data-attributes="member: 83293"><p>I think Firebeetle's ideas from the earlier part of this thread have a lot of merit and am glad the thread necromancy brought them to my attention.</p><p></p><p>I really like the idea of an XP clock that declines the longer the combat goes and the more resources it takes up. Obviously this is not for a normal fight (this whole thread is about non-standard encounters). One change I'd implement is that I'd add chips for the minimum rounds as well. So if you want the minimum rounds to be three, you'd have 13 chips and remove one at the end of each round. That way the players have the clock ticking right from the get go.</p><p></p><p>There is a bit of a conflict between prioritizes time and discouraging higher damaging powers (encounters and dailies drop the experience gained by 10% or 20% respectively). It ends up being a trade off. Use only at-wills and take more turns or use encounters and take less turns.</p><p></p><p>The problem is that lower level encounters where the PCs just use an encounter each and it's over might be fast, but they're hardly exciting. Losing 50% of the already small amount of experience for doing so might be a suitable deterrent. But not doing so means that there's more chance to take damage and reduce the daily healing surge resource.</p><p></p><p>I think there's a lot of potential here, but I'm going to need to think more about how to deal with the contradictory effects and goals.</p></blockquote><p></p>
[QUOTE="nnms, post: 5482473, member: 83293"] I think Firebeetle's ideas from the earlier part of this thread have a lot of merit and am glad the thread necromancy brought them to my attention. I really like the idea of an XP clock that declines the longer the combat goes and the more resources it takes up. Obviously this is not for a normal fight (this whole thread is about non-standard encounters). One change I'd implement is that I'd add chips for the minimum rounds as well. So if you want the minimum rounds to be three, you'd have 13 chips and remove one at the end of each round. That way the players have the clock ticking right from the get go. There is a bit of a conflict between prioritizes time and discouraging higher damaging powers (encounters and dailies drop the experience gained by 10% or 20% respectively). It ends up being a trade off. Use only at-wills and take more turns or use encounters and take less turns. The problem is that lower level encounters where the PCs just use an encounter each and it's over might be fast, but they're hardly exciting. Losing 50% of the already small amount of experience for doing so might be a suitable deterrent. But not doing so means that there's more chance to take damage and reduce the daily healing surge resource. I think there's a lot of potential here, but I'm going to need to think more about how to deal with the contradictory effects and goals. [/QUOTE]
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