JamesonCourage
Adventurer
I love hearing that, and I'm glad I gave 4e a go.Not a problem. Your efforts and this thread is one of the few reasons I'm inclined toward visiting this board anymore. So glad to help and read of your adventures.
With The Raven Queen (and thus Orcus, Vecna, etc.), the Far Realm (Underdark, aberrants, etc.), and dwarves / Kord (and thus Moradin, storms, battle, etc.), I have tons of stuff to work on. It easily gives me guidance for things the players have expressed an interest in based on their choices. 4e does have lots of stitched together stuff, which really helps here... Kord Clan (an article from Insider) even talks about how Kord is tied to The Raven Queen (how convenient for my group!).Good stuff. One of the great things about the Themes and Paragon Paths of 4e is how thematically provocative most (but not all) are and how richly they are tie into the conflicts and antagonists that 4e puts front and center. With those 3 PPs, I'm sure you'll have plenty to work with.
I must remember these things. So many good tips in this thread for me right now...I find that forcing the PCs to deal with threats that they can't hack away at (eg they have to deal by deploying tactical countermeasures - eg Medium Acrobatics check - or preemptive strategy) becomes a better and better expenditure of your encounter budget XP as the game progresses:
a) It lowers the total HPs required to burn through to "win" an encounter.
b) If the hazards/traps are appropriately synergized (thematically and mechanically) with the rest of the encounter, it forces the players to think "one or two moves down the line" and approach the resolution of the encounter through vectors beyond DEPLOY MOAR HURT; eg they avoid this or that, because it hurts and its action economy doesn't go away at 0 HP...because it doesn't have any HP, while they are doing this other thing.
c) Keeps fights mobile and interactive as they're supposed to be in 4e.
Noted!They do. Just keep in mind to use something like (Encounter Power - Free Action - roll ST at the start of your next turn) sparingly and only for important bad guys. You want to reward the deft use of control effects, but "named" bad guys should have abilities to at least attempt to shrug one off now and again (so it doesn't disproportionately impact a fight coupled with a big nova round).
Oh, interesting. I'd thought of "on death, leave a minion," but not "on bloodied, break it down." That's awesome. Thanks.For instance:
1 level 8 Elite Swarm (which is an abstract form of a commander and a bunch of his shock troops) @ 700 xp.
At Bloodied, break it out into the Standard (Leader) commander (350 xp) who is at Bloodied and 4 minions (88 xp apiece * 4 = 352 xp or ~ 350) for the final standoff between the (worn down or maybe rallying) good guys and the BBG and his troops.
If you don't mind, I'm going to copy and paste (and sblock) a post that I did on another thread (of which I didn't care to respond to the response because [a] it was unresponsive and it was probably too off-topic and I didn't want to derail further). It will be helpful here to convey my thoughts (which I'll try to sum up at the bottom).
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Or notEither way, enjoy.
I never mind stuff like this! I think it's better than having them pick minor quests directly, but they seem harder to "resolve", you know? Like, "Saerie has much to teach me about the ways of this world" is going to take a long time to resolve. And "Saerie and I share a common enemy. We will not rest until they are utterly defeated" seems more like a major quest, doesn't it?
Now, I let them choose their own major quests last time. They were a little uncomfortable with it (and the Scout / Knight had to have me make suggestions to do that). These bonds are kind of like statements, which seems easier, but how do I go about making them short term (and thus resolvable as minor quests)? Any ideas?