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General Tabletop Discussion
D&D Older Editions
Sweet spot of 4e
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<blockquote data-quote="MoutonRustique" data-source="post: 7259039" data-attributes="member: 22362"><p>4e is an odd duck in that its "Sweet Spot" doesn't really exist... ?</p><p></p><p>If you want fewer resources to manage, then the early levels work best.</p><p>If you want plenty of resources, but abilities that still seem "grounded" then early paragon works best.</p><p>If you want AWESOME!(tm) characters that defy the laws of reality as a matter of course, then late epic works best.</p><p>And so on, and so forth...</p><p></p><p>With regards to encounter difficulty - IME, there's very little that's easier to solve:</p><p>- MM3 math, 150% exp worth, advantageous terrain, don't pull punches on the tactics side = pretty close to 50-50 odds (IME)</p><p></p><p>There are a few "key" abilities/powers/spells from monsters that can really turn the tide. Build encounters with creatures that have these, and I'd be very surprised to have it feel like a "rolfstomp".</p><p>What I mean:</p><p>- massive defense debuffs (the half-orc death priest has a power that imposes -5 to all defenses: make that a "known spell" and... yeah... that hurts! A lot!)</p><p>- stacking auras</p><p>- terrain manipulation (walls and line-of-sight shenanigans)</p><p>- retributive attacks</p><p>- really punitive marks</p><p>- team monster synergies (look for "one-two" setups)</p><p></p><p>What I don't mean: action denial (I'm not a fan of [stun] and [dominate]...)</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7259039, member: 22362"] 4e is an odd duck in that its "Sweet Spot" doesn't really exist... ? If you want fewer resources to manage, then the early levels work best. If you want plenty of resources, but abilities that still seem "grounded" then early paragon works best. If you want AWESOME!(tm) characters that defy the laws of reality as a matter of course, then late epic works best. And so on, and so forth... With regards to encounter difficulty - IME, there's very little that's easier to solve: - MM3 math, 150% exp worth, advantageous terrain, don't pull punches on the tactics side = pretty close to 50-50 odds (IME) There are a few "key" abilities/powers/spells from monsters that can really turn the tide. Build encounters with creatures that have these, and I'd be very surprised to have it feel like a "rolfstomp". What I mean: - massive defense debuffs (the half-orc death priest has a power that imposes -5 to all defenses: make that a "known spell" and... yeah... that hurts! A lot!) - stacking auras - terrain manipulation (walls and line-of-sight shenanigans) - retributive attacks - really punitive marks - team monster synergies (look for "one-two" setups) What I don't mean: action denial (I'm not a fan of [stun] and [dominate]...) [/QUOTE]
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