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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Upper_Krust" data-source="post: 5959101" data-attributes="member: 326"><p>Hello again Lord Mhoram! <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></p><p></p><p>I don't see how non-teamwork becomes more difficult.</p><p> </p><p></p><p></p><p>I agree with you on this matter. The 4E books are TOO combat orientated, especially adventure modules.</p><p></p><p></p><p></p><p>Well, bonuses scale slower in 4E than they do in previous editions, so this problem will be magnified in previous editions.</p><p></p><p></p><p></p><p>What I would suggest is treat the character as a Solo monster (HP x 4, Saves +5, +1 AP) with the following caveats: firstly the PC is immune to negative conditions until reduced to 25% hp; secondly it gets two complete sets of actions each round (operating on two different initiatives: roll the first and the second is 10 lower) and lastly up the damage by about 50%.</p><p></p><p>Then just run the same PC through typical adventures (in fairness WotC Adventure Path adventures are fairly easy if played at the appropriate level).</p><p></p><p></p><p></p><p>See above. Took me about one sentence. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>With a solo monster design, the sweet spot is 3 times the damage of a normal monster. In the case above I have suggested +50% damage but doubling actions to achieve this tripling.</p><p></p><p>If you wanted to play with just two PCs then I suggest treating each as an Elite Monster (x2 hp and +2 to saves; condition immunity until bloodied; double actions)</p><p></p><p></p><p></p><p>I doesn't though. I think you have built up this misconception in your head.</p><p></p><p>I have played in groups where there was more bungling than teamwork. Just because you can have teamwork, doesn't mean a team will automatically work well together. Yet we still got through encounters.</p><p></p><p></p><p></p><p>I really think WotC should have done more to illustrate how to play 4E with parties of 2 or even just 1 lone PC. I think the Elite and Solo monster design is the template for that - with a few tweaks. Its just a shame no one from WotC integrated this into the rules.</p><p></p><p>I still don't see how previous editions are notably superior at this, although I did play some lone PC 1E/2E games and because attack bonus caps out, it meant that you didn't have the same maths problem (after Level 16+) you get with scaling systems like 3E and 4E.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5959101, member: 326"] Hello again Lord Mhoram! :) I don't see how non-teamwork becomes more difficult. I agree with you on this matter. The 4E books are TOO combat orientated, especially adventure modules. Well, bonuses scale slower in 4E than they do in previous editions, so this problem will be magnified in previous editions. What I would suggest is treat the character as a Solo monster (HP x 4, Saves +5, +1 AP) with the following caveats: firstly the PC is immune to negative conditions until reduced to 25% hp; secondly it gets two complete sets of actions each round (operating on two different initiatives: roll the first and the second is 10 lower) and lastly up the damage by about 50%. Then just run the same PC through typical adventures (in fairness WotC Adventure Path adventures are fairly easy if played at the appropriate level). See above. Took me about one sentence. ;) With a solo monster design, the sweet spot is 3 times the damage of a normal monster. In the case above I have suggested +50% damage but doubling actions to achieve this tripling. If you wanted to play with just two PCs then I suggest treating each as an Elite Monster (x2 hp and +2 to saves; condition immunity until bloodied; double actions) I doesn't though. I think you have built up this misconception in your head. I have played in groups where there was more bungling than teamwork. Just because you can have teamwork, doesn't mean a team will automatically work well together. Yet we still got through encounters. I really think WotC should have done more to illustrate how to play 4E with parties of 2 or even just 1 lone PC. I think the Elite and Solo monster design is the template for that - with a few tweaks. Its just a shame no one from WotC integrated this into the rules. I still don't see how previous editions are notably superior at this, although I did play some lone PC 1E/2E games and because attack bonus caps out, it meant that you didn't have the same maths problem (after Level 16+) you get with scaling systems like 3E and 4E. [/QUOTE]
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