Four encounters. Maybe five.
That seems to be the limit for a second level party. A party of six mind you. At that point we were utterly drained. No more daily or encounter powers and precious few healing surges.
It was the latter, or more precisely the inability of anyone in our party to allow anyone to use a healing surge (outside of a Second Wind), that had us arguing over whether to retreat or press on.
I was the one who most wanted to press on. In part for roleplay reasons. My dragonborn isn't one to back down from a challenge. Plus I didn't want to leave the keep and abandon all the progress we'd made (assuming the bad guys re-group and are ready to meet us at the gates, or worse, set up a bunch of traps).
Mainly however, I wanted to test the theory that 4E is supposed to encourage parties to adventure onwards without "resting" after every other encounter.
Sure, we were down to our At Will powers and one Second Wind per encounter, but in 4E that's supposed to be enough. I mean, isn't that the point behind all the At Will powers and HP we get?
Maybe not, as the death of our Cleric seems to prove.
Not that he wouldn't have fallen regardless. We might have been at full power and it still wouldn't have saved him. He took a lot of damage in just a couple of rounds. Then again, with the ability to use a healing surge or two, he might have stayed on his feet.
The point is, we all felt an urge to retreat and "rest" to regain our powers before moving deeper into the cultist's keep. Yet we'd only been through four or five encounters (with the sixth being decidedly deadly) and being only mid-morning in the game world.
Is this evidence of poor module design? Flawed game design? A bit of both?
More importantly, how was this different from 3rd edition? Instead of falling back on a crossbow or whatever, my wizard had his scorching blasts and thunderclaps. The others all had an array of "cool" things they could still do. But in the end, none of those "cool" things made a difference. We still ended up retreating to town to kill several hours before getting our six hours of sleep and our full array of powers back.
I suppose that's the difference right there. Instead of just the wizard crying over his lost spells, it was the entire party. Welcome to the club warriors and rogues. Welcome.
Showing posts with label resource management. Show all posts
Showing posts with label resource management. Show all posts
Tuesday, September 2, 2008
Wednesday, November 28, 2007
A nod to Tweet
Okay. I have to admit that Jonathan Tweet's last blog was actually useful. In a way.
The link he posted to an essay written by Slanderpanic posted here was a good read.
It was well written, and I completely agreed with the author. I also have a big problem with these "at will" powers and never ending supply of anything. I see it as the dumbing down of the game I love. The MMOification (hate that term but it is appropriate) of DnD to give it more appeal to the masses.
By the way, what masses are they trying to appeal to? It seems to me that anyone over the age of ten (give or take) should be able to manage their resources. And if they go and unload every spell they have at the first kobold they see, then they deserve to roll up a new character later on. After a few character deaths maybe they'll begin to learn. I believe that's a tried and true process.
Anyway, thank you Johnathan for finally contributing something, in a weak second hand way.
The link he posted to an essay written by Slanderpanic posted here was a good read.
It was well written, and I completely agreed with the author. I also have a big problem with these "at will" powers and never ending supply of anything. I see it as the dumbing down of the game I love. The MMOification (hate that term but it is appropriate) of DnD to give it more appeal to the masses.
By the way, what masses are they trying to appeal to? It seems to me that anyone over the age of ten (give or take) should be able to manage their resources. And if they go and unload every spell they have at the first kobold they see, then they deserve to roll up a new character later on. After a few character deaths maybe they'll begin to learn. I believe that's a tried and true process.
Anyway, thank you Johnathan for finally contributing something, in a weak second hand way.
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