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Why Changes were made in 4e
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<blockquote data-quote="Jeff Wilder" data-source="post: 4937563" data-attributes="member: 5122"><p>The consequences for spending resources "too quickly" (which, in itself, has no objective meaning; see below) do not need to be in the rules, and, in fact, can't be, really. If the "solution" to a "rules problem" isn't addressed by the rules and can't be addressed, it's not actually a "rules problem." You can insert into D&D any "solutions" to any problems you want to insert, but if the problem isn't actually caused by the rules, those solutions are meaningless.</p><p></p><p>Occasionally, such as when you know your next fight is going to be epic, you will want to choose to cut the day short and rest for that fight. In my campaign, which is city-based, the characters tend to nova because recuperation is much easier, and because multiple encounters in one day is less likely (and easier to avoid). In turn, I make each encounter much more difficult, because I'm aware of these factors, too.</p><p></p><p>This has nothing to do with the rules. This has to do with the DM (and/or the adventure creator) and with the players.</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 4937563, member: 5122"] The consequences for spending resources "too quickly" (which, in itself, has no objective meaning; see below) do not need to be in the rules, and, in fact, can't be, really. If the "solution" to a "rules problem" isn't addressed by the rules and can't be addressed, it's not actually a "rules problem." You can insert into D&D any "solutions" to any problems you want to insert, but if the problem isn't actually caused by the rules, those solutions are meaningless. Occasionally, such as when you know your next fight is going to be epic, you will want to choose to cut the day short and rest for that fight. In my campaign, which is city-based, the characters tend to nova because recuperation is much easier, and because multiple encounters in one day is less likely (and easier to avoid). In turn, I make each encounter much more difficult, because I'm aware of these factors, too. This has nothing to do with the rules. This has to do with the DM (and/or the adventure creator) and with the players. [/QUOTE]
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