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7 months ago ::
Nov 16, 2012 - 12:06PM
#11
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Date Joined:
Mar 16, 2001
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As a bit of background, my heart lies with 2nd edition, never played 3rd and only this year came back to the hobby and I've been DMing 4th for 6 months now. I'm not interested in a debate about the merits of 4th edition over previous or vice-versa. In my opinion 4E PCs are overpowered. I'm playing the current season of Encounters and I find that I really like limiting players to using Encounter powers once a day as opposed to short rest, reload and go at it again. While I've run plenty of sessions where I use this feature as well I'm wondering if anyone here as implemented a house rule like that over the course of a campaign. How did it work out for the players? What kinds of issues did it create for them? I'm searching for a way to implement a rule like this but I'd like some feedback from anyone who is currently doing so first.
We did a thing in our conan game where a person had to roll randomly what their class would be for the first 2 levels (non spellcasting only).
If you've got a player who flips out when his Cheerio's aren't floating correctly, this doesn't work all that well, but if you play with people who you can get to agree with you, you could even say something like, "next level, you're taking a random class..just for a change." Some people will be more powerful. Some people will be less powerful. They just have to get over that fact and roll with the flow. make them work it into their character background or something.
Anyways, this can power them down.
Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 www.hafnerchiropractic.com
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7 months ago ::
Nov 16, 2012 - 9:12PM
#12
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Date Joined:
Feb 20, 2012
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The first rule of houseruling is to never change a rule you don't understand. You clearly don't comprehend the encounter paradigm for 4e yet --as demonstrated by the fact that you're complaining it's not like a system it isn't-- so you should not be changing it yet.
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7 months ago ::
Nov 18, 2012 - 7:02PM
#13
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Date Joined:
Aug 10, 2006
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Since you clearly have no examples to share, I can only say, thanks so very much for your contribution.
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7 months ago ::
Nov 18, 2012 - 8:32PM
#14
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Oh I've down this sort of thing plenty of times. Pulled out all the tricks and it does "ramp up" the tension meter. Waves of foes, time-limit session where there is no chance to rest, chipping away at the party for the course of a session, all these kind of approaches. I'm looking more for Houserules that might tone down the power of the party and how they work for your campaign.
The Wound system might be what you're looking for. Basically, whenever people go down, they take a "wound" that hampers them in some way. The presented one in Dungeon magazine had wounds being Mild/Severe and a bunch in different locations, with the possibility of downgrading a wound with an endurance check after every fight. That might give you the feeling of degrading power from encounters that you're looking for.
Other than that, I'd strongly discourage anything that reduces player access to abilities. 4E is built around most characters having less abilities than 2E Spellcasters, but having them on an encounter basis. At a minimum I'd give the players 3 encounter powers for each level they should gain a single encounter power as a house rule if you want to make encounters dailies (that sounds like a lot, but with 5 encounters/day base, you actually have LESS power that way).
Unfortunately that would create HUGE nova potential if players can manage your encounters without spending encounter powers, meaning that it would really strain your abilities as a DM - you'd have to spend a lot of time planning every fight, and if a fight is too easy then you might have made every fight for the rest of the adventuring day "too easy" as a consequence.
I am very much curious about which Dungeon this is in, or if you know, specific article.
As for contributing to the thread, I will say coming from 3E/3.5 I very much preferred how the characters can go through so much more without accidentilly TPKing. It seemed in 3.5 it was hard to judge when you could or couldn't press on in a dungeon for example, and because of that uncertainty, I've been a member of 4 TPKs in 3.5, and in 3.5 I've DMed 5 TPKs. In 4E, I've only ran 2 TPKs, and haven't been a part of one thus far. I have felt at times though that the PCs are too strong, but I mostly forget about it, they're still feeling challenged enough and are enjoying the story, and I'd rather them be too strong and see my campaign I've put work into, rather than them be too weak and accidentilly TPK and all my DM planning that I've spent time on goes to waste. (Not that ideas can't be rehashed into something for future adventures mind you).
Dark Sun! Dark Sun! Dark Sun! Dark Sun! Dark Sun!
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7 months ago ::
Nov 19, 2012 - 2:05AM
#15
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I'm not running Encounters. I'm playing it. I am playing 4E because my group is familiar with it. I'm not interested in defending my tastes. I'm wondering if anyone else has the same feelings as I do and has tried to houserule 4E. If this is not you, please move along. I'm not looking for a debate, I'm looking for advice or examples. Thanks.
It should also be noted the Encounters is designed for new players. It is usually on the easy side on purpose. It also has a much higher leveling rate. For example older seasons assume an extended rest after 3 or 4 encounters, but if you go for the resource drain approach in 4e, you need at least 5 or 6.
Anyway, 4e is indeed a bit easier than previous editions. Changing the encounter mechanic though is probably not the way to go. It would be easier to simply raise the hit points of the monsters, but it would also have the same effect on combat resolution. One of the most often heard complaints is how 4e combats can become a drag were PCs are wittling away hit points with at-wills and no dynamic or surprise to it for several rounds. When looking a quick fix to this problem, people advice to actually lower the hit points of the monsters and increase their damage output. Your proposed sollution would have the opposite effect since it will take more time for the PCs to kill the monsters since their damage output is reduced.
Of course, the real effect is on healing. The various healing words and second wind are encounter powers as well. In this regards it will definitely make the fights lethal, perhaps a bit too lethal. The exact effects are difficult to predict, but it will certainly cause your group to rest more often.
In the end, the existence of encounter powers is also not really what makes 4e less lethal. The biggest effects on lethality came from the much larger buffer below 0, the lack of save-or-die effects, lack of massive damage output by monsters, the lessened effect of coup-de-grace, the increase in hit points (especially at lower levels), more equalized access to healing, and the more equalized defenses of the PCs. Changing encounter powers into daily will have little direct impact on lethality (beyond the healing effect mention above), but it will make the fights more boring. Remember, in 2e and 3e the easy fights only took 15 minutes at the most. In 4e even an easy fight takes at least 30 to 60 minutes and removing encounter powers is just going to prolong this.
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6 months ago ::
Nov 19, 2012 - 8:20AM
#16
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Date Joined:
Oct 30, 2011
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Yeah fights with PCs just using at-wills the whole fight are boring. Instead of worrying about powering down PCs power up your encounters. Level+5 encounters are generally lethal enough. I'm not saying every fight, but when you want to really challenge the PCs.
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6 months ago ::
Nov 19, 2012 - 10:51AM
#17
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It's not my style but I've tried a the following:
When a combat encounter is about to occur, let the PC's know (hopefully through story context), that this battle will be an extended one. Have waves of enemies assault the party, but give them min-rests in between. During each mini-rest, they can heal 1 surge and regain one encounter power only. This puts encounter powers half-way between their normal usage and dailies. Also, the ability to only heal up one quarter health each time keeps the PC's on their toes. When using this, it's helpful if the first and last waves are the largest.
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6 months ago ::
Nov 19, 2012 - 12:13PM
#18
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Date Joined:
Aug 10, 2006
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I like that idea. I try to have encounters lead one into another in order to avoid the whole short rest reloading thing. This at least would let them heal...and regaining one encounter power gives them something back as they chug along to the next room or chase down some fleeing baddie.
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6 months ago ::
Nov 19, 2012 - 7:19PM
#19
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Ok so yes you are running a private campaign and not a sponsered Encounters mod?
Then the rules are written on paper not on stone. You asked for examples so here you go...
First a bit of back ground This year instead of the normal power playing number crunching rule phreaks I run a great group of bar lounge type players that honestly dont give a crap beyond the fun of the game. I railroad them in story line every week into a new situation and they deal with whatever I give them. The problem with that trying to keep such a group organized with how many HP they have, surges, used and unused powers, how long since last rest and such from week to week was like herding cats.
So I dvised a way to scrap all that and still keep to the CB sheets
I changed all instances of of the word "Healing Surge" to the words "Heroic Surge" Then I charge every player a cost of surges based upon the power they used. At-will = free Daily = 3 surges Encounter = 2 Surges Class spec power = 1 Surge (healing word, power strike, etc) That includes use of items Each power is still only once a night unless otherwise stated by the power
At the start of each game everyone starts with a full health and surges so nothing to keep track of during the week. This makes the players think about what coolness they want to pay for and how much to leave for heals. It works out very well, much better then I expected. A few speed bumbs on wordings now and then but the past 10 levels have been pretty smooth. (first 6 levels was done the book way) There is a power shift as players have more access to the same dailys fight after fight but I see it as adjustable by being able to bring more interesting mobs to the table and stepping up the action and very rarely does any player ever have enough surges to use ALL the dailys and encounters as they have learned the hard way that leaves no access to heals.
I even offer a small bonus to XP to any that have expended every surge in a night (means they were playing the game and not just "auto magic missile" all night)
For your intent and purpous to help curve the game more to at-will you would just adjust the cost of every power by one surge. I have done that during encounters of high stress (global enviroment effect) and It really does make the players work the nitty-gritty out of the at-wills.
I can provide more detail if needed but that should be enough to get the idea of what I do.
OR...
I run another one but only 4 sessions in, I took the jist of what characters the players wanted to play then used the monster maker to create PCs that each have varyious ways of regaining powers just like a monster (recharge by dice or actions) and that is working out well but for the player that has a bad run of dice gets even more screwed. Still playing with that one but it looks like a good work for one offs.
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6 months ago ::
Nov 20, 2012 - 4:50AM
#20
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Date Joined:
Aug 10, 2006
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Now that's what I'm talking about! Quite intriguing and yes, this is for a campaign I'm running, not Encounters. I brought up Encounters only because this season does not allow the PCs to take Short Rests and I like that limitation quite a bit. I'm going to think this through a bit of course because half of my table are big-time optimizers and this would rock their world.
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