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Community
General Tabletop Discussion
D&D Older Editions
Things I really like about 4e (and how they could be better)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5637686" data-attributes="member: 82106"><p>I would suggest something like what I use, which is to just divide the adventure up into 'chapters' that accomplish logical units of the plot and give the benefits of an ER at the end of the chapter. So if the PCs spend a few days in Gortville solving a little problem with the Thieves Guild they might SLEEP several times, but they won't REST until they're done. They might gain some small benefit from sleeping, and if the players decide to break off the story (IE the guild chases them out of town) then the end of the chapter is flexible. Maybe they run off, regroup, and eventually come back, but the convention then is I get to rework the situation, so progress made before may be lost and things might even get harder.</p><p></p><p>I think APs are rather underutilized now and could afford to be drafted for other purposes, and I like the idea of starting with 0 APs. Personally I have always been pretty flexible with milestones. I never really considered the 1 per 2 encounters to be hard and fast at all. </p><p></p><p>Maybe give out 1 AP to start with, and say 2 per encounter. Let the PCs use them to recover an HS, take an action, or recharge a daily. On average that means the PCs will have their daily powers MOST of the time, or at least some of them. That's OK. It would mean changing daily powers a bit probably, but I'd also cut back a bit on the number of surges people start with. This creates the 'momentum' you want. As the party forges ahead they can rebuild their stock of daily resources and take extra actions. Once they retreat they're back to their baseline power.</p><p></p><p>I'm kind of old school though in some ways, and I sort of wonder if things in general aren't getting mighty gamy. I sort of wonder if this is all really the right path to go down.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5637686, member: 82106"] I would suggest something like what I use, which is to just divide the adventure up into 'chapters' that accomplish logical units of the plot and give the benefits of an ER at the end of the chapter. So if the PCs spend a few days in Gortville solving a little problem with the Thieves Guild they might SLEEP several times, but they won't REST until they're done. They might gain some small benefit from sleeping, and if the players decide to break off the story (IE the guild chases them out of town) then the end of the chapter is flexible. Maybe they run off, regroup, and eventually come back, but the convention then is I get to rework the situation, so progress made before may be lost and things might even get harder. I think APs are rather underutilized now and could afford to be drafted for other purposes, and I like the idea of starting with 0 APs. Personally I have always been pretty flexible with milestones. I never really considered the 1 per 2 encounters to be hard and fast at all. Maybe give out 1 AP to start with, and say 2 per encounter. Let the PCs use them to recover an HS, take an action, or recharge a daily. On average that means the PCs will have their daily powers MOST of the time, or at least some of them. That's OK. It would mean changing daily powers a bit probably, but I'd also cut back a bit on the number of surges people start with. This creates the 'momentum' you want. As the party forges ahead they can rebuild their stock of daily resources and take extra actions. Once they retreat they're back to their baseline power. I'm kind of old school though in some ways, and I sort of wonder if things in general aren't getting mighty gamy. I sort of wonder if this is all really the right path to go down. [/QUOTE]
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