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General Tabletop Discussion
D&D Older Editions
Good adventure that shows 4E's strengths?
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<blockquote data-quote="Tony Vargas" data-source="post: 6649350" data-attributes="member: 996"><p>Extensive mazes can get just deadly-dull. Reducing the crawl to a skill challenge to avoid getting lost can be a decent alternative. If they fail the skill challenge, they still blunder into the interesting areas (eventually), they're just lost... </p><p></p><p> That's a good guide:</p><p></p><p>Complete success: Success, no failures.</p><p>Success: Success, 1 failure.</p><p>Marginal success: Success, 2 failures.</p><p>Failure: 3 failures, not enough successes. (But, hey, 'fail forward') </p><p></p><p> That sounds so silly, but it's true. It can also slow down players who /do/ have some minor actions available, but have no reason to actually do them. </p><p></p><p>The 'action economy' is most valid for standard actions, then immediate, then move... minor's at the bottom of the heap. Aside from leader's minor action heals and strikers with minor action encounter attacks, they're rarely critical.</p><p></p><p>I have one player badly afflicted with the must-use-minor-action compulsion. I'm open to suggestions. Maybe I could come up with a simple default minor that they can fall back on, instead of searching for possibilities? Maybe I should inflict a 'lame minor action penalty?'</p><p></p><p> Y'know, now that I think about it, it's just that one player that has the issue with always needing to find a use for that minor action.</p><p></p><p></p><p>...</p><p></p><p>Another action that slows things down is the immediate action. Not using it, but almost using it. When a player declares an immediate action, then decides not to do it, or realizes he can't, that's wasted time and interrupted initiative flow for nothing. Penalizing the player with loss of the action (or even the power) might be a good policy if it's happening a lot.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6649350, member: 996"] Extensive mazes can get just deadly-dull. Reducing the crawl to a skill challenge to avoid getting lost can be a decent alternative. If they fail the skill challenge, they still blunder into the interesting areas (eventually), they're just lost... That's a good guide: Complete success: Success, no failures. Success: Success, 1 failure. Marginal success: Success, 2 failures. Failure: 3 failures, not enough successes. (But, hey, 'fail forward') That sounds so silly, but it's true. It can also slow down players who /do/ have some minor actions available, but have no reason to actually do them. The 'action economy' is most valid for standard actions, then immediate, then move... minor's at the bottom of the heap. Aside from leader's minor action heals and strikers with minor action encounter attacks, they're rarely critical. I have one player badly afflicted with the must-use-minor-action compulsion. I'm open to suggestions. Maybe I could come up with a simple default minor that they can fall back on, instead of searching for possibilities? Maybe I should inflict a 'lame minor action penalty?' Y'know, now that I think about it, it's just that one player that has the issue with always needing to find a use for that minor action. ... Another action that slows things down is the immediate action. Not using it, but almost using it. When a player declares an immediate action, then decides not to do it, or realizes he can't, that's wasted time and interrupted initiative flow for nothing. Penalizing the player with loss of the action (or even the power) might be a good policy if it's happening a lot. [/QUOTE]
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D&D Older Editions
Good adventure that shows 4E's strengths?
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