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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6795834" data-attributes="member: 82106"><p>Yeah, I'm not saying you can't generate an encounter that has the flavor of 'some wimpy goblins ambush you!" and mechanics that make it dangerous. I think its just something that 4e doesn't HELP you do, in the sense that using stock monsters won't cut it. </p><p></p><p>The other thing is, scenarios like this can come up a lot on the fly, due to character actions, and its not as easy to just retool the goblins so this works now on the spot. Whereas in say AD&D if a bunch of goblins drop surprise on the level 5 party, it could be dicey and you don't need to tweak anything. I THINK 5e was kinda aiming at the same thing, except they successfully make tactical considerations pretty lobotomized. I mean basic tactics like "kill one guy first, then go on to the next" still apply, but NONE of the real synergistic 4e stuff is there to any degree. I think there's a middle ground where its not quite so fiddly and time-consuming as 4e can be, and a bit more adaptable without writing up new stat blocks, but not torn down to 5e's level of simplicity (nor neglecting the grid either).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6795834, member: 82106"] Yeah, I'm not saying you can't generate an encounter that has the flavor of 'some wimpy goblins ambush you!" and mechanics that make it dangerous. I think its just something that 4e doesn't HELP you do, in the sense that using stock monsters won't cut it. The other thing is, scenarios like this can come up a lot on the fly, due to character actions, and its not as easy to just retool the goblins so this works now on the spot. Whereas in say AD&D if a bunch of goblins drop surprise on the level 5 party, it could be dicey and you don't need to tweak anything. I THINK 5e was kinda aiming at the same thing, except they successfully make tactical considerations pretty lobotomized. I mean basic tactics like "kill one guy first, then go on to the next" still apply, but NONE of the real synergistic 4e stuff is there to any degree. I think there's a middle ground where its not quite so fiddly and time-consuming as 4e can be, and a bit more adaptable without writing up new stat blocks, but not torn down to 5e's level of simplicity (nor neglecting the grid either). [/QUOTE]
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