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Yet another Solos fix: "Solo actions"
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7058945" data-attributes="member: 82106"><p>Sorry, this miserable excuse for a web browser doesn't really leave me the choice of editing the quote...</p><p></p><p>I think you're entirely correct that there aren't any additional rules required. This is the expected way of 4e play, ideally. I think that the writers of the DMG imperfectly conveyed it, and the writers of adventures couldn't deliver (and that in many respects begs one to ask if a commercial module actually CAN be written for 4e which utilizes the game in its true intended way).</p><p></p><p>Anyway, yeah, you build your encounters such that they cater to the elements the players want to engage, and they do so in a way that will lead to dynamic play. USUALLY its enough to have some diverse terrain and hazards or whatnot coupled with plot significance for the encounter itself.</p><p></p><p>I mean this is something you didn't specifically point out here, but your example from Night's Far Reach, the encounter is extremely significant to the plot, its the establishing event for a lot of what can happen beyond that IIRC. I'm not super familiar with the module, but certainly it isn't just some sort of "you were going down the river, this obnoxious crap happened, now survive" kind of thing. There are actual goals. </p><p></p><p>Contrast this with room 3 of a run of (IIRC) 7 rooms full of hobgoblins in KoTS which you engage with for no other more meaningful reason than "these guys are in the way". They don't offer any choices beyond the most basic tactical 'how do I kill this?' nor do they add to the story, etc. This type of encounter should simply not exist. If you feel it MUST exist for 'color' then wrap several of them together, add some minions, and make it spread over the whole 7 rooms. At least it might not be utterly static...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7058945, member: 82106"] Sorry, this miserable excuse for a web browser doesn't really leave me the choice of editing the quote... I think you're entirely correct that there aren't any additional rules required. This is the expected way of 4e play, ideally. I think that the writers of the DMG imperfectly conveyed it, and the writers of adventures couldn't deliver (and that in many respects begs one to ask if a commercial module actually CAN be written for 4e which utilizes the game in its true intended way). Anyway, yeah, you build your encounters such that they cater to the elements the players want to engage, and they do so in a way that will lead to dynamic play. USUALLY its enough to have some diverse terrain and hazards or whatnot coupled with plot significance for the encounter itself. I mean this is something you didn't specifically point out here, but your example from Night's Far Reach, the encounter is extremely significant to the plot, its the establishing event for a lot of what can happen beyond that IIRC. I'm not super familiar with the module, but certainly it isn't just some sort of "you were going down the river, this obnoxious crap happened, now survive" kind of thing. There are actual goals. Contrast this with room 3 of a run of (IIRC) 7 rooms full of hobgoblins in KoTS which you engage with for no other more meaningful reason than "these guys are in the way". They don't offer any choices beyond the most basic tactical 'how do I kill this?' nor do they add to the story, etc. This type of encounter should simply not exist. If you feel it MUST exist for 'color' then wrap several of them together, add some minions, and make it spread over the whole 7 rooms. At least it might not be utterly static... [/QUOTE]
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Yet another Solos fix: "Solo actions"
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