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<blockquote data-quote="Majoru Oakheart" data-source="post: 3765216" data-attributes="member: 5143"><p>I don't believe it creates the same situation. The reason given for the 9:00-9:15 problem was that DMs find it more fun to throw a REALLY hard encounter against the players first thing in the morning, since that that's a fun encounter (one where you need to use nearly all your healing and damaging spells in order to survive). However, it uses up 80% of the parties resources so they need to rest to get it back.</p><p></p><p>My experience is that most parties don't rest until down to 20% resources or lower. The above situation reduces them down to 20% in one combat. In the new system, you NEVER reach 20% or your resources, so you never need to rest.</p><p></p><p>As an example, I've played a Warblade (which has ALL their abilities as per encounter) and I've taken a number of magic items that are usable only a certain number of times per day (such as bracers of quick strike, boots of speed, etc). Even if ALL my magic items were used for the day, there's no way I'd suggest we rest for the night. It just doesn't make sense from a role playing perspective to stop unless my character is too tired to keep going or heading forward without resting is certain death. Most of my powers are usable every combat, so that isn't the case.</p><p></p><p>Even a "hard" encounter, one that stretches my resources to the limit isn't a reason to stop, since I still have enough to continue. I believe your issue with this is that a "hard" encounter HAS to use by my daily resources in order to be called "hard" and if my daily resources are gone, I'm going to want to rest to get them back in case the next one is "hard".</p><p></p><p>The difference here is the perceptions. As a warblade, battles were still "hard" when I had to use a number of my abilities to win and my hitpoints were getting low by the end of the combat. It was hard because it was reaching to zone where I might have died. It didn't matter than the cleric had 100% of his healing left. It mattered that the enemies were doing enough damage and surviving long enough that the cleric couldn't cure fast enough to keep everyone in the party alive. We had to worry about whether we rolled too low on this attack roll or the enemy rolled too high on their next one.</p><p></p><p>Even if the cleric could heal us all to 100% of our hit points AND have 80% of his healing strength left, it still FELT like a hard encounter DURING it.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3765216, member: 5143"] I don't believe it creates the same situation. The reason given for the 9:00-9:15 problem was that DMs find it more fun to throw a REALLY hard encounter against the players first thing in the morning, since that that's a fun encounter (one where you need to use nearly all your healing and damaging spells in order to survive). However, it uses up 80% of the parties resources so they need to rest to get it back. My experience is that most parties don't rest until down to 20% resources or lower. The above situation reduces them down to 20% in one combat. In the new system, you NEVER reach 20% or your resources, so you never need to rest. As an example, I've played a Warblade (which has ALL their abilities as per encounter) and I've taken a number of magic items that are usable only a certain number of times per day (such as bracers of quick strike, boots of speed, etc). Even if ALL my magic items were used for the day, there's no way I'd suggest we rest for the night. It just doesn't make sense from a role playing perspective to stop unless my character is too tired to keep going or heading forward without resting is certain death. Most of my powers are usable every combat, so that isn't the case. Even a "hard" encounter, one that stretches my resources to the limit isn't a reason to stop, since I still have enough to continue. I believe your issue with this is that a "hard" encounter HAS to use by my daily resources in order to be called "hard" and if my daily resources are gone, I'm going to want to rest to get them back in case the next one is "hard". The difference here is the perceptions. As a warblade, battles were still "hard" when I had to use a number of my abilities to win and my hitpoints were getting low by the end of the combat. It was hard because it was reaching to zone where I might have died. It didn't matter than the cleric had 100% of his healing left. It mattered that the enemies were doing enough damage and surviving long enough that the cleric couldn't cure fast enough to keep everyone in the party alive. We had to worry about whether we rolled too low on this attack roll or the enemy rolled too high on their next one. Even if the cleric could heal us all to 100% of our hit points AND have 80% of his healing strength left, it still FELT like a hard encounter DURING it. [/QUOTE]
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