gribble
Explorer
I'm glad I'm not the only one thinking this! For all the talk of 4e solving the 10 minute adventuring day, I've found in practice it has actually made it a lot worse. A couple of reasons:Consider the goal FAILED.Heinsoo said:We want all D&D characters to have the option of feeling heroic, to keep fighting and adventuring until they are truly too beat up to continue, and not to stop as soon as they have used up their only cool powers.My group stops on Action Points and Dailies. Two encounters, the day is over. Though I suppose part of that is a practical consideration: "It's already 5:30, if we get in another fight, I'll be here 'till 8:00 at least!"
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1) Rather than just wanting to rest when the wizard/cleric is out of spells, every class now has daily abilities. Typically, at least one PC is out of dailies after 2-3 fights.
2) Healing surges are the killer (literally). At least in 3e, a party could reasonably continue on potions, scrolls and/or wands for quite a while... normally in the ballpark of 4-6 encounters per day before resting. But in 4e, once any single character is out of healing surges, the party pretty much has to take an extended rest. Pressing on at that point, without that character being able to heal at all during an encounter, is akin to that characters death sentence... I've found in our mid-late Paragon game that that point now seems be be about every 2-3 encounters.
