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4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7527455" data-attributes="member: 6696971"><p>Alright, so I think we can at this point see how the opening framed situation (mechancially, Skill Challenge Level + 2 Complexity 1; parley) could snowball into the follow-on combat as a consequence of failure: Level + 5 (failure at end of SC leading to +2 buff to Encounter Budget) Combat (arising from failure above).</p><p></p><p>Level 28 Combat @ 13000 * 3 PCs = 39000 XP budget</p><p></p><p>I would probably break it out something like:</p><p></p><p>1) Commander's Tank = Level 22 Controller (Leader) Elite @ 8300 XP</p><p></p><p>- Action Recovery</p><p>- Aura to help allies</p><p>- CB3 AoE that damages/Pushes/Immobilizes</p><p>- Ranged 10 that damages/Force Move + Restrained</p><p>- Ranged 10 Repair Vehicle move.</p><p></p><p>2) AT-ST Vehicles * 2 = Level 22 Skirmisher @ 4150 * 2 = 8300</p><p></p><p>- Move + Attack + Move grants no OA and Grabs</p><p>- Any OA against does half its damage to Grabbed enemy</p><p>- Recharge 5/6 vs Fort w/ Slow/Can't Shift/15 OG (Save Ends).</p><p></p><p>3) Hoverpods * 3 = Level 22 Artillery Standard @ 4150 * 3 = 12450</p><p></p><p>- Flight/Hover</p><p>- Ranged 20 (2 targets) that does damage + Immobilized</p><p>- Ranged 20 that puts AoE burst on target with Immobilized or Restrained</p><p>- Shield Encounter Power.</p><p></p><p>4) 1 level 22 Minion Skirmisher emerges from each of the Hoverpods and 2 apiece from AT-STs when they're destroyed @ 1038 * 7</p><p></p><p>5) Area featured a huge battle that was recently lost by a large contingent of (demi)humanity's defenders. Combat would feature:</p><p></p><p>- Challenging Terrain in the way of deep pits from artillery blasts</p><p>- Hindering Terrain in the way of leftover mines that immobilize + 15 Psychic if you start and end turn there (aliens immune)</p><p>- DT in the way of stacks of bodies</p><p>- Blocking Terrain in the way of damaged alien vehicles.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7527455, member: 6696971"] Alright, so I think we can at this point see how the opening framed situation (mechancially, Skill Challenge Level + 2 Complexity 1; parley) could snowball into the follow-on combat as a consequence of failure: Level + 5 (failure at end of SC leading to +2 buff to Encounter Budget) Combat (arising from failure above). Level 28 Combat @ 13000 * 3 PCs = 39000 XP budget I would probably break it out something like: 1) Commander's Tank = Level 22 Controller (Leader) Elite @ 8300 XP - Action Recovery - Aura to help allies - CB3 AoE that damages/Pushes/Immobilizes - Ranged 10 that damages/Force Move + Restrained - Ranged 10 Repair Vehicle move. 2) AT-ST Vehicles * 2 = Level 22 Skirmisher @ 4150 * 2 = 8300 - Move + Attack + Move grants no OA and Grabs - Any OA against does half its damage to Grabbed enemy - Recharge 5/6 vs Fort w/ Slow/Can't Shift/15 OG (Save Ends). 3) Hoverpods * 3 = Level 22 Artillery Standard @ 4150 * 3 = 12450 - Flight/Hover - Ranged 20 (2 targets) that does damage + Immobilized - Ranged 20 that puts AoE burst on target with Immobilized or Restrained - Shield Encounter Power. 4) 1 level 22 Minion Skirmisher emerges from each of the Hoverpods and 2 apiece from AT-STs when they're destroyed @ 1038 * 7 5) Area featured a huge battle that was recently lost by a large contingent of (demi)humanity's defenders. Combat would feature: - Challenging Terrain in the way of deep pits from artillery blasts - Hindering Terrain in the way of leftover mines that immobilize + 15 Psychic if you start and end turn there (aliens immune) - DT in the way of stacks of bodies - Blocking Terrain in the way of damaged alien vehicles. [/QUOTE]
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4e Compared to Trad D&D; What You Lose, What You Gain
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