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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="MoutonRustique" data-source="post: 6649402" data-attributes="member: 22362"><p>Well... I kind of already gave you the solution... (you guys know I meant the <em>player</em>, right? You kill the <em>player</em> - it's bad policy to punish in-game for out-of-game problems, and vice-versa.)</p><p></p><p></p><p>All kidding aside - well, not ALL kidding, else this isn't fun anymore - when I'm really "on top of my game" when DMing, I usually let the action slide and then remove an option or impose a penalty on the <em>next</em> encounter.</p><p></p><p>Sometimes it's as simple and straightforward as loosing a surge after the battle, other times, it's removing the power's availability on the next battle. </p><p></p><p>I'll do it this way - options I've used :</p><p> - loose a surge</p><p> - can't use erroneously used power in next encounter</p><p> - "floating -4" I get to use once</p><p> - crit negation (next crit is regular hit - no time limit w/ one session)</p><p> - floating crit (I get to transform a hit on the character to a crit)</p><p> - other thematically appropriate penalty that can't really be used as reference because it was too contextualized (one example : the swordmage's aegis shield transfered the absorbed damage to it - he'd used his aegis with a non-aegis mark before.)</p><p></p><p>I've yet to completely solve my "must-use-all-actions-to-100%" problem, but what usually happens is I have a fair idea of what's possible and we often move along to other players and creatures while that player finishes his turn. It's much easier when foes are the next in line as I don't need a lot of time to run them or change their action - I keep the same die rolls, just change the targets/positions/results as required.</p><p></p><p>Unless it's one of the rare battles where I've really set myself up for a headache... (I usually have 2 to 4 different creatures and 2 or 3 important terrain/features - I tend to give each foe 1 "main" and 1-2 "circumstantial" powers. That's a max of 15 powers to keep in mind - which is very doable.) But then again, it happens, that I'll build a "world-breaker-type" solo with phases - <em>but I include 3 of them!</em> - and different synergies with other foes and, and, and... And then I hate myself - <em>Why do this to yourself? You knew 4 of those 5 combos were never going to see light of day... WHY?!</em></p><p></p><p>But then again, I'm pretty sure I'm not the only one guilty of this "crime". <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6649402, member: 22362"] Well... I kind of already gave you the solution... (you guys know I meant the [I]player[/I], right? You kill the [I]player[/I] - it's bad policy to punish in-game for out-of-game problems, and vice-versa.) All kidding aside - well, not ALL kidding, else this isn't fun anymore - when I'm really "on top of my game" when DMing, I usually let the action slide and then remove an option or impose a penalty on the [I]next[/I] encounter. Sometimes it's as simple and straightforward as loosing a surge after the battle, other times, it's removing the power's availability on the next battle. I'll do it this way - options I've used : - loose a surge - can't use erroneously used power in next encounter - "floating -4" I get to use once - crit negation (next crit is regular hit - no time limit w/ one session) - floating crit (I get to transform a hit on the character to a crit) - other thematically appropriate penalty that can't really be used as reference because it was too contextualized (one example : the swordmage's aegis shield transfered the absorbed damage to it - he'd used his aegis with a non-aegis mark before.) I've yet to completely solve my "must-use-all-actions-to-100%" problem, but what usually happens is I have a fair idea of what's possible and we often move along to other players and creatures while that player finishes his turn. It's much easier when foes are the next in line as I don't need a lot of time to run them or change their action - I keep the same die rolls, just change the targets/positions/results as required. Unless it's one of the rare battles where I've really set myself up for a headache... (I usually have 2 to 4 different creatures and 2 or 3 important terrain/features - I tend to give each foe 1 "main" and 1-2 "circumstantial" powers. That's a max of 15 powers to keep in mind - which is very doable.) But then again, it happens, that I'll build a "world-breaker-type" solo with phases - [I]but I include 3 of them![/I] - and different synergies with other foes and, and, and... And then I hate myself - [I]Why do this to yourself? You knew 4 of those 5 combos were never going to see light of day... WHY?![/I] But then again, I'm pretty sure I'm not the only one guilty of this "crime". :p [/QUOTE]
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Good adventure that shows 4E's strengths?
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