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WoBS - Epic level play report/discuss
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<blockquote data-quote="rangda" data-source="post: 5998967" data-attributes="member: 86125"><p>One thing to be aware of is that in epic play the gaps between roles become much, much larger. In my game my epic strikers could do ~100 HP damage per round (at least until the reds ran out), the sorcerer could do ~70 per round per target to multiple targets. The leader/defender hybrid on the other hand did ~25 per round. Those gaps are huge, a 3 striker party can chew through mobs much faster than a 1 striker party. Tuned warlords and clerics will be just as absurd with high end healing, making parties with 2+ of them nearly unkillable.</p><p></p><p>Once you get to epic combat really has to be fine tuned for the target party, which is hell on a module author. Building some flexibility into the combats would help a lot as the GM could tailor the fights for his party. By flexibility I mean making sure encounters have a palette of monsters and the GM can easily change the ratios of particular monster types in the fight to make sure the encounter can stand up to the PC's. Solo's are a disaster in epic, they don't get nearly enough actions to pose a real threat against the PC's.</p><p></p><p>I'd also recommend you resist the temptation to go state (stun, dominate) heavy which I've seen some modules do. I know this is really an inherent flaw in 4e, but the game has the states backwards. When the players stun/dominate monsters it makes my job easier as I have less to run. When a monster stuns/dominates a player it makes them not have fun as they have nothing to do but sit there. Too much of this leads to very frustrated players as they are watching rather than participating.</p></blockquote><p></p>
[QUOTE="rangda, post: 5998967, member: 86125"] One thing to be aware of is that in epic play the gaps between roles become much, much larger. In my game my epic strikers could do ~100 HP damage per round (at least until the reds ran out), the sorcerer could do ~70 per round per target to multiple targets. The leader/defender hybrid on the other hand did ~25 per round. Those gaps are huge, a 3 striker party can chew through mobs much faster than a 1 striker party. Tuned warlords and clerics will be just as absurd with high end healing, making parties with 2+ of them nearly unkillable. Once you get to epic combat really has to be fine tuned for the target party, which is hell on a module author. Building some flexibility into the combats would help a lot as the GM could tailor the fights for his party. By flexibility I mean making sure encounters have a palette of monsters and the GM can easily change the ratios of particular monster types in the fight to make sure the encounter can stand up to the PC's. Solo's are a disaster in epic, they don't get nearly enough actions to pose a real threat against the PC's. I'd also recommend you resist the temptation to go state (stun, dominate) heavy which I've seen some modules do. I know this is really an inherent flaw in 4e, but the game has the states backwards. When the players stun/dominate monsters it makes my job easier as I have less to run. When a monster stuns/dominates a player it makes them not have fun as they have nothing to do but sit there. Too much of this leads to very frustrated players as they are watching rather than participating. [/QUOTE]
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