Go Back   EN World D&D / RPG News > D&D 4th Edition Discussion > D&D 4th Edition Rules

D&D 4th Edition Rules Ask questions about 4th-Edition rules and the like in here. General discussion about 4E or any other game belongs in General RPG Discussion, above.

 
Share LinkBack Thread Tools Display Modes
Old 22nd December 2008, 05:49 PM   #21 (permalink)
Registered User
 
Nail's Avatar
 
Join Date: Jan 2002
Location: Cedar Rapids, IA PCs now: Genasi Warlord 5 Human BRV Fighter 5
Posts: 8,000
Nail Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by CapnZapp View Post
I knew some fanboy would come along... Thanks for unthinkingly passing on the One True Word!
Let's not get this thread closed, CapnZapp. This thread is too helpful to let shrivel on the vine. Please retract snarkiness.
__________________
- Nail

Last edited by Nail: Today....just a few minutes ago
Nail is offline   Reply With Quote
Old 22nd December 2008, 07:44 PM   #22 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Well, there seem to be a few of you out there enjoying this, so I'm gonna keep going. Today, an expansion on Tip 1 (Know your party) - which monster types are best (and worst) for which classes? Let's go through the list!

1a) Clerics

Clerics tend to do radiant damage most of the time, which means they love fighting Undead. They also have a decent selection of area attacks in their encounters and dailies, so they like minions almost as much as Wizards do. Their party buffs tend more towards defense and healing, and they don't give attack bonuses quite as well as warlords, so you want to slant slightly towards low-defense/high offense monsters to play to the clerics strengths.
Happy Cleric: Lots of undead brutes, artillery, and skirmishers
Sad Cleric:
Soldiers, anything resistant to Radiant damage.

1b) Fighters

Fighters tie with Rogues for the highest possible straight up attack bonus, and their ferocious opportunity attacks and marks make them the best in the game at pinning people down. Skirmishers and Lurkers are great for fighters, because they can feel great satisfaction by catching and pinning the mobile, dangerous opponents. They don't have enough area attacks to really handle minions, though cleave helps. Big solos and/or soldiers they're okay against, but they don't really shine. The one thing fighters really hurt at is attacking at range, or having their reflex/will attacked.
Happy Fighter: Skirmishers, Lurkers, Elites
Sad Fighter: Artillery that attacks reflex/will

1c) Paladins

While fighters shine locking down multiple opponents, Paladins shine locking down one single opponent. Like clerics, they love fighting undead, but even more than that they love fighting solo monsters. They have very few area attacks, so too many minions will make your paladin feel like they're wasting their time, and while they have more ranged powers than the fighter, those tend to be restricted to their dailies.
Happy Paladin: Undead, Solos
Sad Paladin: Minions, artillery, or pretty much any situation where the party is heavily out-numbered and the paladin can't lock down all the targets.

1d) Rangers

I haven't had a chance to see the TWF or Beastmaster Ranger in action yet unfortunately, so I'm going to just comment on the archer ranger for now. The archer ranger is your perfect prototypical ranged striker. They love settling back and putting holes in an enemy - they hate enemies with high AC and enemies who get into their face too easily. This is a tough balance to strike, because some ranger players will get bored sitting back and claim they're just doing the same thing over and over, while other ranger players love the simplicity of standing 10 squares away and quietly accumulating kills. You have to read your player here to figure how often you should be pushing through the front line and hurting them. A ranger also tends to enjoy bigger monsters, as they can put some nasty effects on a monster and those get wasted if the monster dies right away.
Happy Ranger: Anything with a relatively low AC, elites and solos.
Sad Ranger: Skirmishers or artillery that get to the ranger too easily, Soldiers or anything else with a high AC.

1e) Rogues

Single target damage machines. While they don't have the range of the ranger or warlock, and don't have the multi-target option of twin-strike, against one big target, the rogue has the highest alpha strike capability of anyone. A rogue loves nothing more than to be flanking a solo or elite monster with a defender. Conversely, they hate nothing more than wasting 57 points of damage on a minion. With their ability to attack reflex instead of AC, they're also more willing to take on soldiers than a ranger is.
Happy Rogue: Any melee monster with a lot of hitpoints.
Sad Rogue: Minions, artillery or other monsters that it's tough to get combat advantage against.

1f) Swordmages

The Wizard of melee types, a Swordmage is much more capable of taking on minions or ranged opponents than other defenders. I haven't seen them in play as much as I'd like, but I rate their "stickiness" as a little bit less than the Paladin or Fighter. They are also very mobile with their multiple teleport power options. They tend to do less damage per hit than the fighter and paladin as well, since they spread their damage around more.
Happy Swordmage: Lots of minions, being the 2nd defender in the party so that they can roam around and freelance more without worrying about defending as much.
Sad Swordmage: Solos and/or Elites - the fewer opponents, the sadder the swordmage.

1g) Warlocks

Warlocks deal less pure damage than any other striker, but they have access to typed damage and can attack multiple defenses. A warlock's favorite target tends to be something where they can find the perfect chink in the defenses to exploit - something with one low defense, or a vulnerability that they can exploit. They're also good at immbolizing or otherwise rendering an opponent ineffectual.
Happy Warlock: A big brute they can neutralize, anything vulnerable to the damage type of their at-wills.
Sad Warlock: Minions.

1h) Warlords

Warlords shine at granting to-hit and damage bonuses, as well as setting up combat advantage for their allies. They love a good collection of melee enemies or a big solo they can hit with Lead the Attack or similar powers. Like Fighters and Rogues, they become much less effective at range or against very high ac opponents (though they love one single high ac opponent, since they can give to-hit bonuses to their allies).
Happy Warlord: Melee opponents, a nice big solo.
Sad Warlord: Ranged opponents, minions.

1i) Wizards

This one's relatively simple - the more opponents, the happier the wizard. Wizards are the anti-thesis of strikers - they spread their damage around and create damaging zones. Against a solo, they can still be effective, but they lose much of what makes them special. Also, since almost all their damage is typed, resistances and vulnerabilities are big for them.
Happy Wizard: Minions, anything vulnerable to their attacks (esp fire)
Sad Wizard: Solos, things with resistances (esp fire).

If you're lucky enough to have a party that tends towards the same likes/dislikes, this gets easier to work with - a Warlord/Fighter/Rogue combination means that you should generally steer away from using ranged attackers, while a Cleric and a Paladin in the same group begs for some undead to slaughter. However, even with a disparate group, you can still make this work for you.

Your first rule should be to always be giving at least one player a chance to shine - never make an encounter that hits everyone's weak spots, unless you're just being sadistic.

The second rule is to make sure that everyone gets a chance to shine at least once every 4 fights - if you have a wizard, make sure you mix minions in at least that often so that he gets a chance to shine.

The third note is the reminder that you have multiple monsters in each fight - if you have a paladin/rogue/wizard/warlord, maybe have a big melee solo for the rest of the party to fight, but ring the encounter with ranged-attacking minions that the wizard has to take care of in order to enable the rest of the party to survive.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 22nd December 2008, 09:13 PM   #23 (permalink)
Registered User
 
Join Date: Oct 2008
Posts: 452
Doctor Proctor Kobold Slinger (Lvl 1)
Quote:
Originally Posted by Vayden View Post
Well, there seem to be a few of you out there enjoying this, so I'm gonna keep going. Today, an expansion on Tip 1 (Know your party) - which monster types are best (and worst) for which classes? Let's go through the list!

<snipped>

If you're lucky enough to have a party that tends towards the same likes/dislikes, this gets easier to work with - a Warlord/Fighter/Rogue combination means that you should generally steer away from using ranged attackers, while a Cleric and a Paladin in the same group begs for some undead to slaughter. However, even with a disparate group, you can still make this work for you.

Your first rule should be to always be giving at least one player a chance to shine - never make an encounter that hits everyone's weak spots, unless you're just being sadistic.

The second rule is to make sure that everyone gets a chance to shine at least once every 4 fights - if you have a wizard, make sure you mix minions in at least that often so that he gets a chance to shine.

The third note is the reminder that you have multiple monsters in each fight - if you have a paladin/rogue/wizard/warlord, maybe have a big melee solo for the rest of the party to fight, but ring the encounter with ranged-attacking minions that the wizard has to take care of in order to enable the rest of the party to survive.
First off, great job on that post. I think, for most of the "typical" builds, you've perfectly captured what different classes excel at. There are slight modifications you might have to make depending on build (Tempest Fighters are a bit different than Greatspear wielding Elardrin with Fey Charge, for example), but these are minor tweaks.

I also think you notes on how to deal with parties that are composed of classes with differing play styles were good too. I know that in KotS, for example, some of my favorite fights with my Dragonborn Fighter so far had either a BBEG like Irontooth, or high AC soldiers like some of the Hobgoblin fights. I felt that I and the Rogue really "shined" in those fights. The one with the Undead though? That was all about the Cleric and the Pally...

As a player, I obviously want to be engaged in every fight and not sitting out because the enemies are 30 squares away and I have a Javelin, but I don't mind taking a back seat every couple encounters so that other people can get the high fives. Plus, playing to different strengths in different fights does two other things for you. 1) It ensures that resource usage gets spread around so that you don't have half a party with no surges and no dailies and half the party with barely a scratch and every daily intact, and 2) it means you're always playing to someone's strengths, which will make the combat quicker and a lot more fun.
Doctor Proctor is online now   Reply With Quote
Old 22nd December 2008, 09:41 PM   #24 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Doctor Proctor View Post
As a player, I obviously want to be engaged in every fight and not sitting out because the enemies are 30 squares away and I have a Javelin, but I don't mind taking a back seat every couple encounters so that other people can get the high fives. Plus, playing to different strengths in different fights does two other things for you. 1) It ensures that resource usage gets spread around so that you don't have half a party with no surges and no dailies and half the party with barely a scratch and every daily intact, and 2) it means you're always playing to someone's strengths, which will make the combat quicker and a lot more fun.
Exactly. And if you can play the combat to multiple people's strengths, then you can ramp up the challenge and give them a chance to handle an encounter that would be far above their capabilities if you hadn't tilted it to their strengths.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 22nd December 2008, 10:17 PM   #25 (permalink)
Registered User
 
Nail's Avatar
 
Join Date: Jan 2002
Location: Cedar Rapids, IA PCs now: Genasi Warlord 5 Human BRV Fighter 5
Posts: 8,000
Nail Goblin Sharpshooter (Lvl 2)
BTW: The designers have said an encounter of the PC's level (EL = PC's lvl) is "standard" and "should challenge a typical group of characters but not overwhelm them."

Is this true in-play?

I'm a player right now in two games. From a player's perspective (without my DMs' plans), this doesn't seem to be true. Thoughts?
__________________
- Nail

Last edited by Nail: Today....just a few minutes ago
Nail is offline   Reply With Quote
Old 22nd December 2008, 10:29 PM   #26 (permalink)
Registered User
 
Venport's Avatar
 
Join Date: May 2005
Location: Occipitus
Posts: 208
Venport Goblin Sharpshooter (Lvl 2)
I've found that el=pc level is an easy fight. However my players are experianced, and I can see that if you were the dm for some new players el=pc level would be about right
__________________
Magic missle
http://gprime.net/video.php/magicmissile
Venport is offline   Reply With Quote
Old 22nd December 2008, 10:38 PM   #27 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Nail View Post
BTW: The designers have said an encounter of the PC's level (EL = PC's lvl) is "standard" and "should challenge a typical group of characters but not overwhelm them."

Is this true in-play?

I'm a player right now in two games. From a player's perspective (without my DMs' plans), this doesn't seem to be true. Thoughts?
I haven't seen this as typical at all. At 1st-3rd level, possibly. If the players are uncoordinated, use poor tactics, or have a 14-15 in their primary attack stat, possibly. If your groups are at all coordinated and well-built, a standard level equivalent encounter will eat up one or two healing surges from each character, and will most likely fall into the boring predictability of grindspace.

As I think I said somewhere else, I think this was the designers still being in a 3e mindset to a certain extent - I would be shocked if Mearls, Wyatt, Collins et al are still throwing level equivalent encounters at their home groups. The level-appropriate encounter is based off the old 3e model of using encounters to tempt players into wasting resources so that they can't nova as effectively against your big last encounter. In 4e, it's too easy for the players to make it through without using their dailies, so it's better to just plan your big final encounter as if they're all going to nova (since nova-ing isn't as broken as it was in 3e).

Now, a level appropriate encounter can still be great fun if the terrain is interesting enough - if the terrain presents a puzzle of sorts, the players can have fun solving that (see the Hall of the Crimson Whip and Hall of Enforced Introspection encounters in Thunderspire Labyrinth for great examples of this). By and large though, you should be using level +1 as your easiest encounters, and ramping up to level +2 for bigger fights and level +3 for big boss fights.

That's why I've said several times in this thread to err on the side of hard fights - I firmly believe that a combat without risk is boring and a waste of everyone's gaming time. Use less fights, but make them tougher and more epic. Quality over quantity.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 23rd December 2008, 12:44 AM   #28 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Vayden View Post
As I think I said somewhere else, I think this was the designers still being in a 3e mindset to a certain extent - I would be shocked if Mearls, Wyatt, Collins et al are still throwing level equivalent encounters at their home groups. The level-appropriate encounter is based off the old 3e model of using encounters to tempt players into wasting resources so that they can't nova as effectively against your big last encounter. In 4e, it's too easy for the players to make it through without using their dailies, so it's better to just plan your big final encounter as if they're all going to nova (since nova-ing isn't as broken as it was in 3e).
Hmm - I've been thinking about it, and now I'm getting curious - Mearls, Rouse, anyone else at WotC if you're reading this - what's the internal play-style like these days? Do you guys use level-equivalent encounters still, or have you tossed them out?
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 23rd December 2008, 03:23 AM   #29 (permalink)
Registered User
 
Nail's Avatar
 
Join Date: Jan 2002
Location: Cedar Rapids, IA PCs now: Genasi Warlord 5 Human BRV Fighter 5
Posts: 8,000
Nail Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Vayden View Post
If the players are uncoordinated, use poor tactics, or have a 14-15 in their primary attack stat, possibly. If your groups are at all coordinated and well-built, a standard level equivalent encounter will eat up one or two healing surges from each character, and will most likely fall into the boring predictability of grindspace.
Let's run with the yellow part of this statement for a bit.

Is it the case that by going with method 2 of ability score generation (point buy), we effectively raise the level of the PC, and thus find we need EL +1 (or higher) to be challenging?

The first method - perhaps the designer-assumed default method? - gives PCs with fairly unoptimized stats. Perhaps optimized stats adds +1 to the EL? Perhaps 4e was play-tested with only Method 1 (16, 14, 13, 12, 11, 10)?
__________________
- Nail

Last edited by Nail: Today....just a few minutes ago
Nail is offline   Reply With Quote
Old 23rd December 2008, 04:02 AM   #30 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Nail View Post
Let's run with the yellow part of this statement for a bit.

Is it the case that by going with method 2 of ability score generation (point buy), we effectively raise the level of the PC, and thus find we need EL +1 (or higher) to be challenging?

The first method - perhaps the designer-assumed default method? - gives PCs with fairly unoptimized stats. Perhaps optimized stats adds +1 to the EL? Perhaps 4e was play-tested with only Method 1 (16, 14, 13, 12, 11, 10)?
Hmm - I don't know if we can go that far. I think it is safe to assume that the designers view that as a fairly optimal buy - I remember seeing Mearls in a thread somewhere saying that if the players had bought an 18 and then used racial to get to 20 in their primary attack stat, then they must have a weak defense in fort/ref/will, and you as a DM should target that.

So we can probably assume that Mearls at least believes buying anything higher than a 16 is un-optimal. I think he's probably wrong from a strict optimization standpoint - attack wins over defense in D&D, so it's better to have a weak defense or two in exchange for a strong attack. Still, from a fun perspective, I almost never buy above a 16 myself - I like being decent at a broad range of skills and not having a glaringly weak defense.

Still, even if you're going with the 16, 14, 13, 12, 11, 10 default arrangement, if you pick a race that boosts your primary attack stat, you're going to start with an 18 which is honestly quite good enough to get by. I think you may have hit on something here with the designed power balance assuming a 16-18 instead of 18-20 in your primary attack at level 1, but I don't think that in itself is enough to throw off the math so completely that level-appropriate could be considered "a decent challenge". (Though I'm not up to crunching the numbers in detail - is Stalker0 around?)

I think this may be a small piece of the puzzle, but I still think a bigger piece is the assumption that a level appropriate encounter should only drain about 1/8 - 1/10 or so of a party's resources, as can be seen from the rough distance between good "resting spots" in the published adventures. While I understand the desire to increase the length of the adventuring day, I think they made a design mistake here - the adventuring day is more exciting if each fight pushes the players enough that they use up about 1/4 to 1/5 of their resources (defined as healing surges, daily powers, and magic item dailies). While that may shorten the day, I think it makes the day more cinematic and exciting.

Because of this, I usually build my dungeons/adventures planning on about 3-5 combat encounters (along with some social or puzzle encounters) before providing a break. I've found this to be much more rewarding than the DMG suggestions.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 23rd December 2008, 10:53 AM   #31 (permalink)
Registered User
 
Victim's Avatar
 
Join Date: Jan 2002
Posts: 6,141
Victim Goblin Sharpshooter (Lvl 2)
Send a message via AIM to Victim
One advantage to a longer day is that it allows for more learning and adjustment. With a lot of encounters you can run into the same sorts of enemies a few times to get the feel for them while still having other encounters for a change of pace. Putting too much space in between can ruin the learning curve, especially if the group goes a while between games.
__________________
"I'd like to shake the hand of the genius who invented that - just the hand, after it's been cut off from the now screaming man."
Victim is online now   Reply With Quote
Old 23rd December 2008, 02:53 PM   #32 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Victim View Post
One advantage to a longer day is that it allows for more learning and adjustment. With a lot of encounters you can run into the same sorts of enemies a few times to get the feel for them while still having other encounters for a change of pace. Putting too much space in between can ruin the learning curve, especially if the group goes a while between games.
Nothing wrong with keeping the same general flavor of enemies throughout. I just finished running my players through a 4 level stretch that was 65% undead, 25% demons, and 10% goblins. I just gave them lots of extended rests in there.

One thing I've done some of in the past and I'll probably do more of in the future is disguised extended rests - ways to provide the party with an extended rest without ending the in-game "day". One way is the old mid-adventure level-up "Okay, nice job there guys. You're all level 7 - go ahead and re-set your hitpoints, dailies and all that while you level up"; another way is the "fountain of healing" or something like that.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 23rd December 2008, 05:37 PM   #33 (permalink)
Registered User
 
Orcus Porkus's Avatar
 
Join Date: Aug 2008
Location: NYC
Posts: 245
Orcus Porkus Goblin Sharpshooter (Lvl 2)
This is all excellent stuff.

By the way, it helps if the DM also plays as a PC once in a while, so he gets a different perspective.

How would you redesign encounters in Thunderspire then?
I'm thinking mostly about the Horned Helm part, where it's one small skirmish after the other.
I really don't like the whole setup of it. It's such a standard series of Orcs slowing the PC's down. I definitely want to shorten it by letting other monsters pour in from the noise, and change them into minions.
Orcus Porkus is offline   Reply With Quote
Old 23rd December 2008, 06:05 PM   #34 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Orcus Porkus View Post
This is all excellent stuff.
Thank you!

Quote:
By the way, it helps if the DM also plays as a PC once in a while, so he gets a different perspective.
I completely agree. I'm lucky enough to be in a couple different groups (DMing two, playing in one at the moment), and being able to pick up ideas from watching other DMs is great. Sometimes you learn what to do, sometimes you learn what NOT to do, but it always helps.

Quote:
How would you redesign encounters in Thunderspire then?
I'm thinking mostly about the Horned Helm part, where it's one small skirmish after the other.
I really don't like the whole setup of it. It's such a standard series of Orcs slowing the PC's down. I definitely want to shorten it by letting other monsters pour in from the noise, and change them into minions.
Hmm - I'm running Thunderspire right now for the 2nd group I DM, but it's a temp job - I'm basically doing it while the DM there re-charges his batteries, so I haven't been tweaking it that much. Breaking down the sections we've done so far:

Chamber of Eyes - I was disappointed in this generally, but didn't have much time to tweak it. I like applying your idea of minion-ing stuff up and opening up the whole area to one dynamic battlefield. Could be great if you can pull it off. Maybe change the layout up some - put the first couple of rooms in one section, then a long hall to the next couple of rooms, then collapse everything else into one big dynamic multi-room encounter - have the minions have ranged attacks and use hit and run tactics.

Horned Hold - this came off completely different from the way it's laid out when I ran them through it. They bluffed their way through the first room, used a well timed sleep spell and a bunch of lucky failed saves by me to drop the entire smithy room. Then I decided I wasn't really interested in running several duergar melees, so I had most of the duergar stomp off to lunch (since coup-de-gracing sleeping people hadn't alerted anyone, their guard was still down). They slipped around the back way and had a big melee with the guards of the slaves, at which point they were basically out of resources, so they grabbed the slaves and retreated. I used a skill challenge to determine whether or not they could beat the Duergar back to the Seven Pillared Hall. At that point, they were raring to rest up and go back to finish it off and loot up, but my logic was that the Duergar were fully alert at this point, so there was no way they could take the entire garrison at once. I ended up having Murkelmar and a hand-picked group of Duergar show up in the Seven-Pillared Hall and challenge the party to a duel, refereed by the Mages of Sauruun. Basically ended up winging the whole section.

Well of Demons - I love this whole thing exactly as is. Doesn't need a bit of tweaking - it's perfect. The only caveat is that you might need to reduce the hp of the carnage demons in the Hall of the Howling Pillars - it can turn into a real meat-grinder if you're not careful.

Tower of Mysteries - haven't done this yet - planning to run it after New Years. Stupid holidays interfering with my gaming.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 23rd December 2008, 10:37 PM   #35 (permalink)
Registered User
 
Animus's Avatar
 
Join Date: Aug 2002
Location: Atlanta, GA
Posts: 1,344
Animus Goblin Sharpshooter (Lvl 2)
Send a message via Yahoo to Animus
I just wanted to chime in and say how full of awesome this thread is. My home group had three 4e games going until I dropped mine to run SWSE, but this thread has inspired me to run more 4e. This is what the game is all about!
__________________
"Dovie'andi se tovya sagain."
Quote:
Originally Posted by crazy_cat View Post
That is a very logical, sensible, well reasoned, and rational point. This, however, is the internet. I'm therefore going to ignore it utterly and completely.
Looking to game in Atlanta? Check us out!
Animus is offline   Reply With Quote
Old 24th December 2008, 01:26 AM   #36 (permalink)
Registered User
 
Join Date: Jul 2007
Posts: 208
jedrious Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by DonAdam View Post
Don't forget that enemies can flee and surrender when appropriate.

Having players who will use the Intimidate rules in a non-abusive and story-advancing way goes a long way here.
You knwo my party always complains that the monsters fight tooth and nail to the bitter end, however, when I do have monsters try to escape or surrender they gleefully ignore the surrendering or blow every resouce they can on killing the runner
jedrious is offline   Reply With Quote
Old 24th December 2008, 01:29 AM   #37 (permalink)
Registered User
 
Nail's Avatar
 
Join Date: Jan 2002
Location: Cedar Rapids, IA PCs now: Genasi Warlord 5 Human BRV Fighter 5
Posts: 8,000
Nail Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by jedrious View Post
You knwo my party always complains that the monsters fight tooth and nail to the bitter end, however, when I do have monsters try to escape or surrender they gleefully ignore the surrendering or blow every resouce they can on killing the runner
I've run into this for every RPG I've played over the last 26 years.

Every.

Single.

One.


Bad guys that run away must irritate players somethin' fierce.
__________________
- Nail

Last edited by Nail: Today....just a few minutes ago
Nail is offline   Reply With Quote
Old 24th December 2008, 02:26 AM   #38 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by jedrious View Post
You knwo my party always complains that the monsters fight tooth and nail to the bitter end, however, when I do have monsters try to escape or surrender they gleefully ignore the surrendering or blow every resouce they can on killing the runner
Quote:
Originally Posted by Nail View Post
I've run into this for every RPG I've played over the last 26 years.

Every.

Single.

One.


Bad guys that run away must irritate players somethin' fierce.
I think that's because we GMs, as a tribe, have trained our players that any enemies who escape will return later with nasty reinforcements.

Same thing with surrendering too, to be honest - we seem to love using that as the moment to inject realism and force the players to deal with difficult moral questions - it's one of the reasons why one of my favorite things about 4e is that monsters don't have negative hp.

Either way, your more efficient way to end grindy combats is to just quietly change the hp totals of the remaining monsters behind your screen, or a simple hand-wave, for the precise reason you mentioned.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote
Old 24th December 2008, 07:31 AM   #39 (permalink)
Registered User
 
chaotix42's Avatar
 
Join Date: May 2006
Location: Buffalo, NY
Posts: 727
chaotix42 Goblin Sharpshooter (Lvl 2)
Top-notch thread! Everyone, consider your ideas straight up strip-mined!

Here's an idea of my own: my PCs are about to fight 3 bone mongrel dracoliches on a huge elevator made of petrified wood. When a dracolich touches down on the elevator it will shift & sway under their weight, unbalancing the PCs and sending them sliding toward the beast (ad hoc attack vs Ref). When one of the dracoliches takes off it'll cause a similar reaction, but instead the attack will knock PCs prone.

Eventually a few of the chains suspending the elevator will break, halting its ascension and turning the entire elevator into difficult terrain. As it heaves violently, PCs and monsters alike will be randomly slid (or flung!) toward the edges of the elevator, where a painful fall onto the elevator shaft's support beams awaits. If a dracolich falls over the edge, it'll cling desperately to the elevator before falling, damaging a section of support beam upon impact. If a dracolich flies down to a support beam the landing will similarly damage it. This will allow the PCs to attack the damaged section and send any dracolich standing on it crashing down through many more beams before finally suffering an explosive demise.

I think this should be enough to spice up an encounter with 3 elite brutes on a square-shaped map. The unbalanced elevator gives the dim dracoliches a form of control over their opponents, though one they'll not fully take advantage of. Once the fight is starting to lose momentum I'll snap a few chains and hopefully inject some more life into the encounter. Once the battle spills out onto the support beams the PCs can send off any remaining dracoliches with a bang!
chaotix42 is offline   Reply With Quote
Old 24th December 2008, 08:13 AM   #40 (permalink)
Registered User
 
Vayden's Avatar
 
Join Date: Dec 2007
Location: Indiana
Posts: 358
Vayden Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by chaotix42 View Post
Top-notch thread! Everyone, consider your ideas straight up strip-mined!

Here's an idea of my own: my PCs are about to fight 3 bone mongrel dracoliches on a huge elevator made of petrified wood. When a dracolich touches down on the elevator it will shift & sway under their weight, unbalancing the PCs and sending them sliding toward the beast (ad hoc attack vs Ref). When one of the dracoliches takes off it'll cause a similar reaction, but instead the attack will knock PCs prone.

Eventually a few of the chains suspending the elevator will break, halting its ascension and turning the entire elevator into difficult terrain. As it heaves violently, PCs and monsters alike will be randomly slid (or flung!) toward the edges of the elevator, where a painful fall onto the elevator shaft's support beams awaits. If a dracolich falls over the edge, it'll cling desperately to the elevator before falling, damaging a section of support beam upon impact. If a dracolich flies down to a support beam the landing will similarly damage it. This will allow the PCs to attack the damaged section and send any dracolich standing on it crashing down through many more beams before finally suffering an explosive demise.

I think this should be enough to spice up an encounter with 3 elite brutes on a square-shaped map. The unbalanced elevator gives the dim dracoliches a form of control over their opponents, though one they'll not fully take advantage of. Once the fight is starting to lose momentum I'll snap a few chains and hopefully inject some more life into the encounter. Once the battle spills out onto the support beams the PCs can send off any remaining dracoliches with a bang!
Hah! Consider your own idea strip-mined in return. I'm sure I'll be able to find a way to use this somewhere. 2 ideas you should consider:

1) Whenever you introduce a new element (like the landing knocking people prone, for instance), be sure to explain the mechanics to the players so that they can understand what's happening and adapt their tactics accordingly. It can be very frustrating as a player to feel that you don't know the rules. What I usually do in situations like this is wait until I'm ready to pull of the new move (landing the dracolich in this case), then do it, then pause to explain the mechanic to everyone. This way everyone can experience the fun of the surprise (you especially ), but after that it's a known factor and you're not keeping people in the dark.

2) How do you plan to incorporate the risk of PCs falling? In 4th edition, with featherfall etc quite rare until mid-high paragon, falling can be extremely deadly, or even if it isn't deadly, can take a PC out of the fight for a while. While it adds a great element of risk, you need to be prepared for what happens if a PC plummets down the elevator shaft and know ahead of time how you're going to react - it can be fine to play the fall straight up, but just know going in that you're upping the deadliness factor quite a bit if you do so.
__________________
Rick Reroll -- Deadly Rickster Utility 26 Daily
Choose one: you reroll one die roll you just made and keep the higher result; or the DM rerolls one die roll he just made and keeps the lower result.
Vayden is offline   Reply With Quote


Bookmarks

Tags
(aka, build, encounters, grindspace!), prevent

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 02:09 AM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.