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11 Reasons Why I Prefer D&D 4E
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<blockquote data-quote="Ginnel" data-source="post: 4457773" data-attributes="member: 66058"><p>Don't know what other peoples experiences are, but from playing through KotS we've had around 5-6 really challenging fights out of 20 encounters and are now 4th level, we've had the chance to try out all our moves and its taken 12 sessions so far, one thing which I will express is that it doesn't do 10ft corridor fights very well they come off as boring and I can't wait to get another open fight again.</p><p> </p><p>Minions are fine and I think used quite well in the adventure, I think the problem with people saying the monsters are tough is that your thinking in old edition terms if it helps make all the kobolds with hit points into orcs and hobgoblins and have minions as actual kobolds or just pretend that these kobolds have class levels.</p><p>The way 4th edition works is that it balances each fight against a party that has all it's encounter powers and full hit points and a healing surge or two to spend, to really make it life or death pump up the challenge rating to party level + 3 or 4.</p><p> </p><p>Another thing is our group's defenders regularly run out of healing surges which I've seen loads of people saying doesn't happen, we keep going until theres either an in character plot reason for us to, if someone goes down to 0 hit points they retreat to the back and start with the ranged basics, if someone goes unconcious or a fight is overwhelming or its night time then we'll retreat or rest.</p></blockquote><p></p>
[QUOTE="Ginnel, post: 4457773, member: 66058"] Don't know what other peoples experiences are, but from playing through KotS we've had around 5-6 really challenging fights out of 20 encounters and are now 4th level, we've had the chance to try out all our moves and its taken 12 sessions so far, one thing which I will express is that it doesn't do 10ft corridor fights very well they come off as boring and I can't wait to get another open fight again. Minions are fine and I think used quite well in the adventure, I think the problem with people saying the monsters are tough is that your thinking in old edition terms if it helps make all the kobolds with hit points into orcs and hobgoblins and have minions as actual kobolds or just pretend that these kobolds have class levels. The way 4th edition works is that it balances each fight against a party that has all it's encounter powers and full hit points and a healing surge or two to spend, to really make it life or death pump up the challenge rating to party level + 3 or 4. Another thing is our group's defenders regularly run out of healing surges which I've seen loads of people saying doesn't happen, we keep going until theres either an in character plot reason for us to, if someone goes down to 0 hit points they retreat to the back and start with the ranged basics, if someone goes unconcious or a fight is overwhelming or its night time then we'll retreat or rest. [/QUOTE]
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