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Yet another Solos fix: "Solo actions"
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7057317" data-attributes="member: 82106"><p>Well, I'm thinking of it in plot terms. This DOES mandate that every encounter needs to be an integral part of advancing the story of the characters. It should form part of their central conflict, or at least be a key part of some sub-plot or story arc of some kind in which the characters have a stake and interest in the outcome. I mean, its OK now and then for things to come down to just "we want to survive" or "we want to get the loot", but simple linear "steel cage death match" fights tacked end to end (KotS I'm looking at you) brings out the worst in 4e's system. At the VERY LEAST an encounter should have a strong internal plot. So maybe most of the bad guys are on a scaffold, and the rest are below. If you can sever the two guy wires, no need to hack-n-slash everyone. You may well still need to kill the brute that's right in your way and if you can degrade the fire of the artillery that's awesome, but at least its not all about hammering people to zero hit points.</p><p></p><p>MORE ideally an encounter presents alternatives, opportunities, integrates closely with the character's interests, etc. Maybe there's a choice, you can go after the hated henchman of the BBEG who burned the ranger's house down, or you can avoid a slugfest by cutting the rope bridge. Either answer is OK, and it may well be the characters are divided on the best course, but the focus isn't on just slugging it out with everything in sight.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7057317, member: 82106"] Well, I'm thinking of it in plot terms. This DOES mandate that every encounter needs to be an integral part of advancing the story of the characters. It should form part of their central conflict, or at least be a key part of some sub-plot or story arc of some kind in which the characters have a stake and interest in the outcome. I mean, its OK now and then for things to come down to just "we want to survive" or "we want to get the loot", but simple linear "steel cage death match" fights tacked end to end (KotS I'm looking at you) brings out the worst in 4e's system. At the VERY LEAST an encounter should have a strong internal plot. So maybe most of the bad guys are on a scaffold, and the rest are below. If you can sever the two guy wires, no need to hack-n-slash everyone. You may well still need to kill the brute that's right in your way and if you can degrade the fire of the artillery that's awesome, but at least its not all about hammering people to zero hit points. MORE ideally an encounter presents alternatives, opportunities, integrates closely with the character's interests, etc. Maybe there's a choice, you can go after the hated henchman of the BBEG who burned the ranger's house down, or you can avoid a slugfest by cutting the rope bridge. Either answer is OK, and it may well be the characters are divided on the best course, but the focus isn't on just slugging it out with everything in sight. [/QUOTE]
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Yet another Solos fix: "Solo actions"
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