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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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<blockquote data-quote="Dead Scribe" data-source="post: 5621082" data-attributes="member: 21288"><p>I've never seen a group blow all their dailies and then decide to stop. Dailies are nice to have, but unless you are consistently engaged in encounters 4 levels higher than the party level, or suspect that you're about to engage in a very difficult fight, you don't really need them. If a group is doing that they're being extremely conservative. Or the DM is being very cruel. The limiting factor that tells a group when to rest isn't supposed to be daily powers, it's healing surges. When one or more party members are out of surges, it's time to stop.</p><p></p><p>By design, your party shouldn't be running out of surges after one or two fights. You can't spend that many healing surges in a single encounter unless like, every party member is a leader.</p><p></p><p>The minion discussion has been more or less left behind, but I did want to point out that there ARE in fact guidelines about how to use them. Minions are intended to be roughly equivalent to a single 'normal' monster of equal level. A 'difficult' encounter is not supposed to be more than 4 levels higher than the party, and monsters should be within 3 levels of the encounter level. So a group should not be encountering an enemy more than 5 levels lower, or 7 levels higher, than their character levels.</p><p></p><p>The reasoning behind minions is pretty straightforwad and effective. It's a way of increasing the number of enemies in an encounter without drastically changing the difficulty of the encounter. It prevents you from having to load an encounter with weak, boring enemies if you want to up the number of enemies for dramatic purposes.</p></blockquote><p></p>
[QUOTE="Dead Scribe, post: 5621082, member: 21288"] I've never seen a group blow all their dailies and then decide to stop. Dailies are nice to have, but unless you are consistently engaged in encounters 4 levels higher than the party level, or suspect that you're about to engage in a very difficult fight, you don't really need them. If a group is doing that they're being extremely conservative. Or the DM is being very cruel. The limiting factor that tells a group when to rest isn't supposed to be daily powers, it's healing surges. When one or more party members are out of surges, it's time to stop. By design, your party shouldn't be running out of surges after one or two fights. You can't spend that many healing surges in a single encounter unless like, every party member is a leader. The minion discussion has been more or less left behind, but I did want to point out that there ARE in fact guidelines about how to use them. Minions are intended to be roughly equivalent to a single 'normal' monster of equal level. A 'difficult' encounter is not supposed to be more than 4 levels higher than the party, and monsters should be within 3 levels of the encounter level. So a group should not be encountering an enemy more than 5 levels lower, or 7 levels higher, than their character levels. The reasoning behind minions is pretty straightforwad and effective. It's a way of increasing the number of enemies in an encounter without drastically changing the difficulty of the encounter. It prevents you from having to load an encounter with weak, boring enemies if you want to up the number of enemies for dramatic purposes. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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