Recidivism
First Post
Hey guys,
Figured I'd come here and seek some DMing advice. I'm actually running my first 4e campaign ever, and I've been running into some issues (or at least, things I perceive as issues).
My group initially began as a D&D Encounters group running Keep on the Borderlands. We finished that adventure, but I felt that many of the players in our group wanted to continue playing their characters, so I've been homebrewing a followup campaign.
Currently the group consists of the following, all at level 5:
Dwarven Battlemind
Human Rogue
Dragonborn Fighter
Minotaur Warpriest
Human Psion
(occasionally) Drow Ranger
One of the things I've been noticing is that I don't feel combats are as dynamic or as interesting as I would hope they should be. My experience with 4E is that while combat can tend to drag out a little bit due to monster HP, there's often a lot of tactical positioning going on throughout the fight.
However, in the case of this game that I'm running, I feel like the combats proceed in a pretty rote way.
-The Psion sits in the rear of the battlefield and basically never moves, instead attacking through her figment
-The Rogue sits in the rear of the battlefield and shoots foes with a crossbow. He uses surprise bolts to automatically grant himself combat advantage against foes, and so he pretty much ignores cover/concealment rules. When he does get up into melee combat, he can pretty much just use Clever Strike to basically ignore positioning for combat advantage.
-The Ranger, when he shows up, follows a similar route. Hang back and pelt the enemies with arrows, rarely ever moving.
-The Battlemind is extremely durable using Iron Fist, being a Dwarf, and on and on. Once this guy marks a foe, they're almost locked down totally unless they've got some skirmisher multiple shift powers.
The Minotaur Warpriest is kind of a wildcard, and doesn't always just stand there and slug, so he's okay. And the Dragonborn Fighter is actually a new addition I haven't totally gotten the hang of him yet. Although I will add both these characters are pretty heavily optimized for defense so my monsters are still missing about 50-60% of the time against their AC.
In general though it feels a little lame to have 3 characters that hang back, never moving, and 3 characters up front slugging away, rarely moving. My own play experiences in 4e were generally pretty dynamic, but not only were my play experiences awhile ago, I generally stuck to basic printed materials (e.g. PHB, PHB2). The Battlemind is pretty new to me, and Surprise Bolts just seem like typical munchkinizing power creep items.
Here's an example of a scenario I concocted for the players and how they ended up playing out:
Do you guys have any tips for making my combats more dynamic and interesting?
Figured I'd come here and seek some DMing advice. I'm actually running my first 4e campaign ever, and I've been running into some issues (or at least, things I perceive as issues).
My group initially began as a D&D Encounters group running Keep on the Borderlands. We finished that adventure, but I felt that many of the players in our group wanted to continue playing their characters, so I've been homebrewing a followup campaign.
Currently the group consists of the following, all at level 5:
Dwarven Battlemind
Human Rogue
Dragonborn Fighter
Minotaur Warpriest
Human Psion
(occasionally) Drow Ranger
One of the things I've been noticing is that I don't feel combats are as dynamic or as interesting as I would hope they should be. My experience with 4E is that while combat can tend to drag out a little bit due to monster HP, there's often a lot of tactical positioning going on throughout the fight.
However, in the case of this game that I'm running, I feel like the combats proceed in a pretty rote way.
-The Psion sits in the rear of the battlefield and basically never moves, instead attacking through her figment
-The Rogue sits in the rear of the battlefield and shoots foes with a crossbow. He uses surprise bolts to automatically grant himself combat advantage against foes, and so he pretty much ignores cover/concealment rules. When he does get up into melee combat, he can pretty much just use Clever Strike to basically ignore positioning for combat advantage.
-The Ranger, when he shows up, follows a similar route. Hang back and pelt the enemies with arrows, rarely ever moving.
-The Battlemind is extremely durable using Iron Fist, being a Dwarf, and on and on. Once this guy marks a foe, they're almost locked down totally unless they've got some skirmisher multiple shift powers.
The Minotaur Warpriest is kind of a wildcard, and doesn't always just stand there and slug, so he's okay. And the Dragonborn Fighter is actually a new addition I haven't totally gotten the hang of him yet. Although I will add both these characters are pretty heavily optimized for defense so my monsters are still missing about 50-60% of the time against their AC.
In general though it feels a little lame to have 3 characters that hang back, never moving, and 3 characters up front slugging away, rarely moving. My own play experiences in 4e were generally pretty dynamic, but not only were my play experiences awhile ago, I generally stuck to basic printed materials (e.g. PHB, PHB2). The Battlemind is pretty new to me, and Surprise Bolts just seem like typical munchkinizing power creep items.
Here's an example of a scenario I concocted for the players and how they ended up playing out:
The players were in a library seeking a tome of knowledge to help them on their task to protect the Keep.
The library had several interesting features. The main setup consisted of a wide room with many rows of books. There were swinging guillotine blade traps that attacked every creature in rows between the stacks, encouraging players to stand parallel to the stacks.
In addition, there were 2 statues that had defensive mechanisms to blind intruders.
Foes in this encounter were spectral enemies essentially set up to magically ward away intruders. The general idea was that the players would proceed into the area, discover the traps, and have to navigate between the statues and the guillotine blade traps while combating the foes.
Unfortunately, the encounter didn't play out nearly that neatly. Instead, the players stood at the entranceway to the library. One player advanced forward, but it was the Battlemind whose defenses and damage resistances allow him to ignore most challenges. Traps triggered, but the players mostly stood still, pelting the foes from a distance until everything was dead. Then they proceeded forward.
Do you guys have any tips for making my combats more dynamic and interesting?