AvalonRellen |
I like to imagine that it will be a balance of diminishing returns. By offering ways to heal between combats or regain focus points, the party can have a partial refill of resources between encounters. As non-renewable resources are used, that could generally wind down the adventuring day.
Also interesting, some buffs that we have seen (like heroism) now last for 10 minutes, which let's you buff for several encounters if you move quickly, but the buff wouldn't persist through a 10 minute rest to refocus and heal.
I'm excited for a balance of choices for each party to make, a good healthy helping of choices can make the whole game feel more immersive.
Captain Morgan |
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I would hazard a guess that if there is a "standard adventuring day length" (not a given, since the big resource pool, spells, grows with level even if top level spell slots remain the same) that it will be based on XP, not number of encounters. IE, your party should be able to handle about 240 XP of encounters in a single day, and how it is split up is up to your discretion.
Lucas Yew |
I would hazard a guess that if there is a "standard adventuring day length" (not a given, since the big resource pool, spells, grows with level even if top level spell slots remain the same) that it will be based on XP, not number of encounters. IE, your party should be able to handle about 240 XP of encounters in a single day, and how it is split up is up to your discretion.
Now that's a neat method (the *** XP/day one). Wonder why I never even thought up something similar.
Malk_Content |
Notably if your healer heals through Focus and you don't have spell casters I actually see it likely your adventuring day ends because you literally run out of time.
Like a Paladin, Ranger, Fighter, Rogue party can go all day, its just that the time it takes to top up to full HP after an encounter might be an hour and a half while the Paladin refocuses repeatedly and then Lays on Hands. So they don't run out of resources and have to stop, they have to stop because its now 10 pm and time to make camp.
Seisho |
2 people marked this as a favorite. |
Notably if your healer heals through Focus and you don't have spell casters I actually see it likely your adventuring day ends because you literally run out of time.
Like a Paladin, Ranger, Fighter, Rogue party can go all day, its just that the time it takes to top up to full HP after an encounter might be an hour and a half while the Paladin refocuses repeatedly and then Lays on Hands. So they don't run out of resources and have to stop, they have to stop because its now 10 pm and time to make camp.
And don't forget regular medicine to patch up wounds, that should lenghten the adventure day a lot
(And let's say you have a sarenrae paladin, I would allow him to regain focus while tending to the wounded - since it is heavily in line with the goddess)