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Tweaking a couple of things my group doesn't like about 4E
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<blockquote data-quote="Tony Vargas" data-source="post: 5289053" data-attributes="member: 996"><p>This should be pretty easy, you could:</p><p></p><p>Require more time for an extended rest: rather than 8 hours, make it 3 days or a week off.</p><p></p><p>Dissallow extended rests durring general adventuring. Yes, you can find 8 hours to sleep in a dank undead-infested dungeon, swealtering lava cave, baren desert or dismal swamp - but is it really /that/ refreshing? You could restrict long rests to relatively safe, pleasant areas, like 'in town,' or you could peg extended rest opportunities to specific points in the story arc.</p><p></p><p>Use the Disease mechanic to model serious injuries that take more than an extended rest to fully recover from. </p><p></p><p>3e and 4e are can be a bit slower than earlier eds, in which some classes had few choices to make in combat, tactical movement was simplistic or irrellevant, and a single spell could very often end an encounter in one round (well, this last goes for 3e, too). </p><p></p><p>The tactical aspect of play /can/ make 3e and 4e go a lot slower, but it's primarily a matter of play style. Group size is also an issue. IMHO, it's generaly worth it to take a little longer to get through a combat, when it's the price you pay for having all classes be interesting, balanced, and able to contribute in most situations. </p><p></p><p>What to do about it is a thorny issue. It's easy to get on the case of anyone who 'takes too long' or to try to simplify combats to make them quicker to resolve. For that matter, Essentials takes away choices from some classes, which'd speed things up slightly. I guess it's up to you how much you're willing to give up.</p><p></p><p></p><p>One very simple options is to just 'call' an encounter when it's clearly past the tipping point, or looks like it's becoming a grind.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5289053, member: 996"] This should be pretty easy, you could: Require more time for an extended rest: rather than 8 hours, make it 3 days or a week off. Dissallow extended rests durring general adventuring. Yes, you can find 8 hours to sleep in a dank undead-infested dungeon, swealtering lava cave, baren desert or dismal swamp - but is it really /that/ refreshing? You could restrict long rests to relatively safe, pleasant areas, like 'in town,' or you could peg extended rest opportunities to specific points in the story arc. Use the Disease mechanic to model serious injuries that take more than an extended rest to fully recover from. 3e and 4e are can be a bit slower than earlier eds, in which some classes had few choices to make in combat, tactical movement was simplistic or irrellevant, and a single spell could very often end an encounter in one round (well, this last goes for 3e, too). The tactical aspect of play /can/ make 3e and 4e go a lot slower, but it's primarily a matter of play style. Group size is also an issue. IMHO, it's generaly worth it to take a little longer to get through a combat, when it's the price you pay for having all classes be interesting, balanced, and able to contribute in most situations. What to do about it is a thorny issue. It's easy to get on the case of anyone who 'takes too long' or to try to simplify combats to make them quicker to resolve. For that matter, Essentials takes away choices from some classes, which'd speed things up slightly. I guess it's up to you how much you're willing to give up. One very simple options is to just 'call' an encounter when it's clearly past the tipping point, or looks like it's becoming a grind. [/QUOTE]
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