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4e increased my DM prep time...
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<blockquote data-quote="The_Gneech" data-source="post: 5110980" data-attributes="member: 6779"><p>It sounds like you're suffering from a bit of "performance anxiety" with the encounter design, which makes sense given the way 4E has largely been presented. If you look at the modules, all the encounters are these enormous and complex set pieces with pits here, and controllers there, and "wonky magic circle that's only there to add a tactical element" in the far corner.</p><p></p><p>Quick tip: to heck with all that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Not that you should put your encounters in a 20x20 room and call it done, but I'm guessing that in 3E you wouldn't have done that either. My point is just don't get hung up on trying to "turn up the cool" for every fight. Grab a handful of critters, put 'em on a map, and go. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The DDI monster builder is a tremendous tool for this. I had an encounter on a beach where I wanted 1st level characters to be fighting harpies and sea devils -- both of which are way too tough for 1st level characters out of the book -- but I just opened up the stat blocks in the Monster Builder and cranked the foes down to the right level. Easy peasy.</p><p></p><p>Don't worry about optimizing; the guys at WotC do that, sure, it's their job to squeeze everything out of the system they can. Your job is to put something fun in front of your players and let them make a mess out of it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Finally, your best tool for winging it in 4E is Page 42. Skill check difficulties, on-the-fly terrain hazard damage, it's all in there. (This is something 3.x/<em>Pathfinder</em> sorely needs, and I'm working on that.) If the players come up with something and there isn't a rule handy, tell 'em to make a skill check. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>-The Gneech <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 5110980, member: 6779"] It sounds like you're suffering from a bit of "performance anxiety" with the encounter design, which makes sense given the way 4E has largely been presented. If you look at the modules, all the encounters are these enormous and complex set pieces with pits here, and controllers there, and "wonky magic circle that's only there to add a tactical element" in the far corner. Quick tip: to heck with all that. :) Not that you should put your encounters in a 20x20 room and call it done, but I'm guessing that in 3E you wouldn't have done that either. My point is just don't get hung up on trying to "turn up the cool" for every fight. Grab a handful of critters, put 'em on a map, and go. :) The DDI monster builder is a tremendous tool for this. I had an encounter on a beach where I wanted 1st level characters to be fighting harpies and sea devils -- both of which are way too tough for 1st level characters out of the book -- but I just opened up the stat blocks in the Monster Builder and cranked the foes down to the right level. Easy peasy. Don't worry about optimizing; the guys at WotC do that, sure, it's their job to squeeze everything out of the system they can. Your job is to put something fun in front of your players and let them make a mess out of it. :) Finally, your best tool for winging it in 4E is Page 42. Skill check difficulties, on-the-fly terrain hazard damage, it's all in there. (This is something 3.x/[I]Pathfinder[/I] sorely needs, and I'm working on that.) If the players come up with something and there isn't a rule handy, tell 'em to make a skill check. :) -The Gneech :cool: [/QUOTE]
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