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<blockquote data-quote="pemerton" data-source="post: 5951338" data-attributes="member: 42582"><p>I've just re-read p 104. It talks about the ratio of encounters to levels - which obviously is mathematically tight - but says nothing about the ratio of encounters to rests (other than that a hard encounter may precipitate a need for a rest - which is pretty obvious, given the definition of "hard encounter").</p><p></p><p>I think it's pretty vital to the game that the rate be highly variable in response to PC builds, encounter design and play.</p><p></p><p>If tactical choices don't make a difference to how things unfold, they cease to be a viable vehicle for exercising meaningful choice.</p><p></p><p>But anyway, here's my quick calculation for 10th level: two-thirds chance to hit for 18 hp per hit (monsters vs PCs). So 12 hp per monster per round. Let's say 5+4+3+2+1 = 15 monster-rounds over the course of the combat. Which is 36 hp taken per PC (for a 5 PC party). Which is 2 surges worth.</p><p></p><p>I would think a party would have to be pretty shaky, pretty poor at control, or lacking defenders, to not be able to handle more than 3 of those, given that the typical defender will have 10+ surges.</p><p></p><p>15 levels gained in about two months of ingame time.</p><p></p><p>I find rapid advancement is a feature of any D&D-ish game using the XP rules as written in combination with the received approach to scenario design (ie many conflicts co-located in space and time).</p><p></p><p>A game like Runquest, Pendragon or Burning Wheel is interesting for the way it builds longer timelines into the mechanics.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5951338, member: 42582"] I've just re-read p 104. It talks about the ratio of encounters to levels - which obviously is mathematically tight - but says nothing about the ratio of encounters to rests (other than that a hard encounter may precipitate a need for a rest - which is pretty obvious, given the definition of "hard encounter"). I think it's pretty vital to the game that the rate be highly variable in response to PC builds, encounter design and play. If tactical choices don't make a difference to how things unfold, they cease to be a viable vehicle for exercising meaningful choice. But anyway, here's my quick calculation for 10th level: two-thirds chance to hit for 18 hp per hit (monsters vs PCs). So 12 hp per monster per round. Let's say 5+4+3+2+1 = 15 monster-rounds over the course of the combat. Which is 36 hp taken per PC (for a 5 PC party). Which is 2 surges worth. I would think a party would have to be pretty shaky, pretty poor at control, or lacking defenders, to not be able to handle more than 3 of those, given that the typical defender will have 10+ surges. 15 levels gained in about two months of ingame time. I find rapid advancement is a feature of any D&D-ish game using the XP rules as written in combination with the received approach to scenario design (ie many conflicts co-located in space and time). A game like Runquest, Pendragon or Burning Wheel is interesting for the way it builds longer timelines into the mechanics. [/QUOTE]
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