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Things I really like about 4e (and how they could be better)
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<blockquote data-quote="Riastlin" data-source="post: 5627840" data-attributes="member: 94022"><p>[MENTION=22424]delericho[/MENTION] The problem I guess I would have with "Per adventure" recharge mechanics is that it may well tend to restrict the adventure design parameters for DMs. I agree that your solutions would certainly help alleviate the problem of the party trying to find a place to sleep after three fights in the big bad dungeon, but these solutions will also likely encourage DMs to run shorter adventures.</p><p> </p><p>Naturally of course, even longer adventures can have their moments of "downtime" so that can be worked out, but the big large dungeon crawl (as perhaps a poor example since the dungeon crawl seems to be becoming more disfavored) would be hard to write. In other words, characters would be much more powerful in a delve or LFR format than in say a "super adventure" that spans several levels. Heck, even stringing ten encounters together in a single large dungeon would be hard to balance against the wizard's tower that has three encounters. </p><p> </p><p>It can be done of course, and certainly the more experienced DMs out there will find ways to make it work, but I do think its risky. That being said though, I do like the idea in principle. If a short rest is functionally the same as an extended rest, then why bother with an extended rest? The only reason to do so would be to track sleep patterns and the like and frankly, I think you'll find that groups simply do away with the concept of an extended rest (which is not a bad thing). It does have the added disadvantage though of taking away the element of urgency. Adventures will no longer be about saving the day before Y hour. Pressing on while low on hit points/surges won't mean anything anymore, etc. </p><p> </p><p>All in all though I think it provides a pretty decent starting point, so kudos for coming up with a potential solution I had not considered.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5627840, member: 94022"] [MENTION=22424]delericho[/MENTION] The problem I guess I would have with "Per adventure" recharge mechanics is that it may well tend to restrict the adventure design parameters for DMs. I agree that your solutions would certainly help alleviate the problem of the party trying to find a place to sleep after three fights in the big bad dungeon, but these solutions will also likely encourage DMs to run shorter adventures. Naturally of course, even longer adventures can have their moments of "downtime" so that can be worked out, but the big large dungeon crawl (as perhaps a poor example since the dungeon crawl seems to be becoming more disfavored) would be hard to write. In other words, characters would be much more powerful in a delve or LFR format than in say a "super adventure" that spans several levels. Heck, even stringing ten encounters together in a single large dungeon would be hard to balance against the wizard's tower that has three encounters. It can be done of course, and certainly the more experienced DMs out there will find ways to make it work, but I do think its risky. That being said though, I do like the idea in principle. If a short rest is functionally the same as an extended rest, then why bother with an extended rest? The only reason to do so would be to track sleep patterns and the like and frankly, I think you'll find that groups simply do away with the concept of an extended rest (which is not a bad thing). It does have the added disadvantage though of taking away the element of urgency. Adventures will no longer be about saving the day before Y hour. Pressing on while low on hit points/surges won't mean anything anymore, etc. All in all though I think it provides a pretty decent starting point, so kudos for coming up with a potential solution I had not considered. [/QUOTE]
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