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D&D Older Editions
Things I really like about 4e (and how they could be better)
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<blockquote data-quote="Crazy Jerome" data-source="post: 5629309" data-attributes="member: 54877"><p>Since I prefer action points that don't reset (i.e. a running total as a resource like healing potions), one of the areas that I considered to balance momentum is to do a little judo on the magic item/math gap. </p><p> </p><p>For example, drop all bonuses from magic items. No +2 swords, but they can still be flaming, and so forth. No inherent bonus to replace it. Instead, you get a "momentum" bonus, +1 per (legitimate) encounter, cumulative, to all attacks, damage, and defenses. It resets on an extended rest.</p><p> </p><p>For a more gamist, tactical swingy option, instead of making it +1 per encounter, make it +1 every time you roll a 1 on an attack (first roll only for multiple attacks). If you get lucky, you don't get the bonus, and need to use the resources you have saved to carry the day. If you get unlucky early, you'll have to use some of those resources to handle those early fights, but you'll be more effective going forward.</p><p> </p><p>The tinker side of me likes the more elaborate option, but the handling time, opportunity for unintentional side effects, and general confusion is probably not worth it compared to the straight +1/encounter.</p><p> </p><p>I hadn't tried it yet, because I really don't like tying those kind of things so hard and fast to number of encounters. With a large group of players, I like to vary things quite a bit on that front. At the time, though, I had not considered tying it milestones and making them less rigid in pacing. Hmm. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5629309, member: 54877"] Since I prefer action points that don't reset (i.e. a running total as a resource like healing potions), one of the areas that I considered to balance momentum is to do a little judo on the magic item/math gap. For example, drop all bonuses from magic items. No +2 swords, but they can still be flaming, and so forth. No inherent bonus to replace it. Instead, you get a "momentum" bonus, +1 per (legitimate) encounter, cumulative, to all attacks, damage, and defenses. It resets on an extended rest. For a more gamist, tactical swingy option, instead of making it +1 per encounter, make it +1 every time you roll a 1 on an attack (first roll only for multiple attacks). If you get lucky, you don't get the bonus, and need to use the resources you have saved to carry the day. If you get unlucky early, you'll have to use some of those resources to handle those early fights, but you'll be more effective going forward. The tinker side of me likes the more elaborate option, but the handling time, opportunity for unintentional side effects, and general confusion is probably not worth it compared to the straight +1/encounter. I hadn't tried it yet, because I really don't like tying those kind of things so hard and fast to number of encounters. With a large group of players, I like to vary things quite a bit on that front. At the time, though, I had not considered tying it milestones and making them less rigid in pacing. Hmm. :] [/QUOTE]
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