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4 Elements at the Core of 4e
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<blockquote data-quote="I'm A Banana" data-source="post: 7652056" data-attributes="member: 2067"><p>I think of these numbers as a baseline that you can use to deviate from. In the example of plunking down a monster that is truly menacing, you might play with the "thou shalt have 5 encounters" rule and include ALL FIVE ENCOUNTERS in one big set-piece fight designed to rip away nearly all of the party's resources. In the example of the grells this works, too: if you know how many monsters the party can take on, you can toy with those assumptions to make sure they can't take on infinite waves of grell, or to make sure they get XP only for the broader goals.</p><p></p><p>You can even weave in something like bounded accuracy: start off hitting on a 14, end up hitting on a 6 (or whatever). </p><p></p><p>4e never really did much with those itself, but the chassis certainly allows an individual DM to do all those things.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7652056, member: 2067"] I think of these numbers as a baseline that you can use to deviate from. In the example of plunking down a monster that is truly menacing, you might play with the "thou shalt have 5 encounters" rule and include ALL FIVE ENCOUNTERS in one big set-piece fight designed to rip away nearly all of the party's resources. In the example of the grells this works, too: if you know how many monsters the party can take on, you can toy with those assumptions to make sure they can't take on infinite waves of grell, or to make sure they get XP only for the broader goals. You can even weave in something like bounded accuracy: start off hitting on a 14, end up hitting on a 6 (or whatever). 4e never really did much with those itself, but the chassis certainly allows an individual DM to do all those things. [/QUOTE]
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