Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Raven Crowking" data-source="post: 3833550" data-attributes="member: 18280"><p>We've already discussed a number of types of "cost" for resting. You can use story costs (ex., "At noon the X will kill the Y, so we can't rest now", or the poison gas in Secret Shrine of Tomachan [sp?] that kills you if you don't escape the dungeon in X hours). However, constant use of story costs strikes some (including myself) as heavy-handed. You can use mechanical costs (resting more than X times in Y space of time has mechanical disadvantage Z). You can use verisimilitude costs (characters simply are not tired/wandering monsters may come).</p><p></p><p>I'm sure there are many, many more examples of costs that can be used.</p><p></p><p></p><p></p><p>For reasons outlined already I believe that the structure thus far revealed for 4e is going to encourage nova-ing more than 3.X does. Having to rest after 3-4 encounters is not, IMHO, greatly different than having to rest after one.</p><p></p><p>If you follow the CR/EL guidelines, you should certainly be able to have more than 3-4 encounters, because not every encounter will be of APL or over. I myself am capable of running a game with far more than 3-4 encounters, using unmodified 3.0 or 3.5, that is fun and challenging to my players. Yet, it seems common (and the Interweb may exaggerate how common it is!) that many groups cannot do so.</p><p></p><p>Why?</p><p></p><p>Because they eschew the lower-than-APL encounters for the "exciting" APL or higher encounters. This uses up resources quickly. It is, in fact, a "slow nova" effect.</p><p></p><p>APL or higher encounters are only more exciting than other encounters if your main determinant of excitement in these encounters is the mechanical one. Otherwise, you can easily have dozens of exciting encounters each day using other thesholds of significance.</p><p></p><p>If you are only exciting by encounters in 3.x that reach a certain mechanical theshold of significance, what are the odds that you are going to be exciting for long by encounters 4e that fail to reach even that mechanical theshold of significance?</p><p></p><p>To make encounters exciting for these groups, it will not take long for them to need to use Meteor Swarm, even though they could use Fireball in every encounter. Rather than 3-4 encounters before resting, they'll be going 1-2 encounters. And, if combat is streamlined, that will take a lot less game time (we can only hope).</p><p></p><p>(NOTE: We are already hearing complaints that fighting mooks in the SW: SAGA system is too easy.)</p><p></p><p>Hence, I don't believe that these groups will benefit in the long term.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3833550, member: 18280"] We've already discussed a number of types of "cost" for resting. You can use story costs (ex., "At noon the X will kill the Y, so we can't rest now", or the poison gas in Secret Shrine of Tomachan [sp?] that kills you if you don't escape the dungeon in X hours). However, constant use of story costs strikes some (including myself) as heavy-handed. You can use mechanical costs (resting more than X times in Y space of time has mechanical disadvantage Z). You can use verisimilitude costs (characters simply are not tired/wandering monsters may come). I'm sure there are many, many more examples of costs that can be used. For reasons outlined already I believe that the structure thus far revealed for 4e is going to encourage nova-ing more than 3.X does. Having to rest after 3-4 encounters is not, IMHO, greatly different than having to rest after one. If you follow the CR/EL guidelines, you should certainly be able to have more than 3-4 encounters, because not every encounter will be of APL or over. I myself am capable of running a game with far more than 3-4 encounters, using unmodified 3.0 or 3.5, that is fun and challenging to my players. Yet, it seems common (and the Interweb may exaggerate how common it is!) that many groups cannot do so. Why? Because they eschew the lower-than-APL encounters for the "exciting" APL or higher encounters. This uses up resources quickly. It is, in fact, a "slow nova" effect. APL or higher encounters are only more exciting than other encounters if your main determinant of excitement in these encounters is the mechanical one. Otherwise, you can easily have dozens of exciting encounters each day using other thesholds of significance. If you are only exciting by encounters in 3.x that reach a certain mechanical theshold of significance, what are the odds that you are going to be exciting for long by encounters 4e that fail to reach even that mechanical theshold of significance? To make encounters exciting for these groups, it will not take long for them to need to use Meteor Swarm, even though they could use Fireball in every encounter. Rather than 3-4 encounters before resting, they'll be going 1-2 encounters. And, if combat is streamlined, that will take a lot less game time (we can only hope). (NOTE: We are already hearing complaints that fighting mooks in the SW: SAGA system is too easy.) Hence, I don't believe that these groups will benefit in the long term. RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
Top