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L&L: The Challenges of High Level Play
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<blockquote data-quote="pemerton" data-source="post: 5827213" data-attributes="member: 42582"><p>I think we agree on some things - such as that Epic should feel different, and that monster building can be used to handle a good chunk of (all of?) mass combat. But I think we may differ on other things. Part of the issue is I'm not sure what you mean by "dungeon crawling". In the literal sense of "dungeon crawl" - the PCs enter a fairly narrow and enclosed environment and go hunting for treasure and McGuffins - I don't do much at any tier. I run a more social/political/mythological oriented game (the reference to AD&D Oriental Adventuers was quite deliberate in this respect).</p><p></p><p>I think 4e Paragon and Epic Tier up the scale in story terms - encounters have a different story significance, perhaps occuring in different locations (other planes, etc). It doesn't up the scale so much in tactical geographic terms - there is no jumping from mountain top to mountain top in the course of a fight, for example, and if that's you have in mind as your criticism then I agree. I try to handle this sort of thing by linking fights into skill challenges - for example, in my last session I used a skill challenge setup to handle a fight/chase between a PC on a flying carpet and the hobgoblin wyvern-riders pursuing him. When the PC failed the skill challenge, it meant that he crash landed 50 squares or so from the other PCs rather than making it back to them.</p><p></p><p>I think it would be helpful to have more guidelines and examples from the designers on how to handle this sort of thing. Which would also include guidelines on how best to handle cutaways in fights - because large scale tactical geography in combination with party play means cutaways are inevitable.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5827213, member: 42582"] I think we agree on some things - such as that Epic should feel different, and that monster building can be used to handle a good chunk of (all of?) mass combat. But I think we may differ on other things. Part of the issue is I'm not sure what you mean by "dungeon crawling". In the literal sense of "dungeon crawl" - the PCs enter a fairly narrow and enclosed environment and go hunting for treasure and McGuffins - I don't do much at any tier. I run a more social/political/mythological oriented game (the reference to AD&D Oriental Adventuers was quite deliberate in this respect). I think 4e Paragon and Epic Tier up the scale in story terms - encounters have a different story significance, perhaps occuring in different locations (other planes, etc). It doesn't up the scale so much in tactical geographic terms - there is no jumping from mountain top to mountain top in the course of a fight, for example, and if that's you have in mind as your criticism then I agree. I try to handle this sort of thing by linking fights into skill challenges - for example, in my last session I used a skill challenge setup to handle a fight/chase between a PC on a flying carpet and the hobgoblin wyvern-riders pursuing him. When the PC failed the skill challenge, it meant that he crash landed 50 squares or so from the other PCs rather than making it back to them. I think it would be helpful to have more guidelines and examples from the designers on how to handle this sort of thing. Which would also include guidelines on how best to handle cutaways in fights - because large scale tactical geography in combination with party play means cutaways are inevitable. [/QUOTE]
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