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<blockquote data-quote="GregoryOatmeal" data-source="post: 5692823" data-attributes="member: 6667661"><p>I don't disagree with any of our rationale but I didn't necessarily find this to be true. Everything in 4E is approximately one step forward and approximately one step back, more or less depending on who you ask.</p><p></p><p>I found combats to be a slog unless I spent significant amounts of time making them AWESOME. I was designing interesting 3d terrain, printing out monster stats, balancing brutes and strikers, and trying to come up with logical interpretations of some of the monsters abilities. It took longer to design encounters than I ever spent in any game. </p><p></p><p>I switched to C&C and 3.5 (depending on group) and found combats before high levels run much faster (especially for C&C). This allows us more time for fighting different monsters and roleplaying. I can also have interesting fights with one monster (solos can be HP punching bags) and not worry about balancing soldiers and controllers. And without healing surges and lower hit points combat is much scarier. It can be stressful.</p><p></p><p>So now I</p><p>- Improv stats. NPCs don't need skills or spells lists. I can approximate it to what feels right in my head. This saves a ton of time - something people keep complaining about with 3.5</p><p>- Make smaller encounters that have an impact since players don't pop back up to full HP with healing surges</p><p>- Carry over the spirit of page 42 (improvised attacks) into my non-4E game</p><p>- Think more spatially and add interesting terrain. 4E was crucial in learning this</p></blockquote><p></p>
[QUOTE="GregoryOatmeal, post: 5692823, member: 6667661"] I don't disagree with any of our rationale but I didn't necessarily find this to be true. Everything in 4E is approximately one step forward and approximately one step back, more or less depending on who you ask. I found combats to be a slog unless I spent significant amounts of time making them AWESOME. I was designing interesting 3d terrain, printing out monster stats, balancing brutes and strikers, and trying to come up with logical interpretations of some of the monsters abilities. It took longer to design encounters than I ever spent in any game. I switched to C&C and 3.5 (depending on group) and found combats before high levels run much faster (especially for C&C). This allows us more time for fighting different monsters and roleplaying. I can also have interesting fights with one monster (solos can be HP punching bags) and not worry about balancing soldiers and controllers. And without healing surges and lower hit points combat is much scarier. It can be stressful. So now I - Improv stats. NPCs don't need skills or spells lists. I can approximate it to what feels right in my head. This saves a ton of time - something people keep complaining about with 3.5 - Make smaller encounters that have an impact since players don't pop back up to full HP with healing surges - Carry over the spirit of page 42 (improvised attacks) into my non-4E game - Think more spatially and add interesting terrain. 4E was crucial in learning this [/QUOTE]
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