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| #1chasovMar 06, 2011 4:36:40 | I just TPKd in my (4E) campaign (whoops), and have decided to take the chance to leave that campaign and start afresh. But I want to try something out and I would like your views on it. I find that the character progression is not nearly fast enough, so I want to double XP, simple enough, i have done that before. But I also find that if players have something to do (and I try to ensure that if they want it they have something to do), then they just do it straight away. This means that my players rarely stop for more than a single sleep before doing a full day of adventure. repeat. This means that we can play 4 levels (using full xp) and the characters have been adventuring for about a week in game. This would get even worse when i double xp. My plan is to change the timescale: a short rest is one night's sleep, an extended rest is 5 days off recuperating. This will mean a single proper combat per day, though it does mean I can do more meaningful mini encounters (where it is well below their difficulty), leading to the normal encounter. I also need to ensure they have places to sleep, but a reason to not always stay there for a week in safety. Shouldnt be too hard as I am basing the campaign in a city, so they can always return to sleep, but will have natural time restrictions on their adventures (a string of about 3-4 days). Of course, double XP means more treasure per combat, but I think players always like greater rewards, and it might drive them to head out each day for as long as they can before needing the week off. The main advantage to me of the slowed timescale is that story can develop at a faster pace, with things changing more easily based on their decisions. Are there any major flaws that I have overlooked? Are there any major advantages that I need to take advantage of? I will be giving this a try over the coming months, and if I remember I will come back and post my thoughts on the results. |
| #2slobo777aMar 06, 2011 4:55:16 | If you change timescale, but still set things up to allow the mechanics of short rests and extended rests at the appropriate rate (i.e. most encounters allow for at least one short rest between them, and extended rest options are available every 2-6 damaging encounters), then there is no problem at all. Explain it to the players carefully. The rest rules are something the players need to understand so they can make sensible choices. Edit: You may want to extend durations of other things . . . 1) If you allow "until end of the encounter" powers to extend into the next encounter when the party doesn't take a rest, you may need longerthan 5 minutes maximum duration so that daily power effects etc can be maintained long enough to lead into the next battle. 2) Some rituals have cost/effect balanced assuming that they cover a ceratin number of encounters. For instance camp protection spells assume that their benefit covers an extended rest, not a short rest. You may want to reduce the cost or extend duration appropriately. |
| #3chasovMar 06, 2011 16:34:46 | Thanks for the feedback slobo, I hadn't given any thought to rituals, thanks for reminding me. I will most likely just extend durations, as the idea was to have time pass quickly in game per encounter, not drag them into the same in game speed but fewer encounters. I am trying to keep the mechanics the same, as you say, but I am also looking for any particular advantages this system gives. One that I am looking at is the mini encounter. Since normally there is absolutely no point in throwing half an encounter at players, and then another half (since they would find this so much easier than a full encounter due to a short rest between the two), if they have to sleep to recover, even a single monster's damage could matter later in the day, since it effectively works as one long encounter. I have to say, part of me also likes the added realism: the players seem to recover from near death every 10 minutes. One sleep and they heal the most horrendous of injuries. A week off at least feels like they could get some R&R. |
| #4chasovJun 04, 2011 13:19:15 | We played quite a few sessions with this rule and it seemed to work out well. One of the players has adopted it for their own campaign, so it seems the players aproved. It is definately worth putting some thought into running multiple half encounters, though I found that single monsters were less effective. It was possible to have the PCs exhausted and scared for their lives, even when only fighting small groups of basic monsters. I will be using it next time I run a campaign. |