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4E Burnout - What to do next?
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<blockquote data-quote="C4" data-source="post: 5789419" data-attributes="member: 93857"><p>It might be a good time to take a break, or try a new system, but if it's just a matter of turning up the Fun Dial on 4e, I have a few suggestions:</p><p></p><p>1. Make sure your monsters use the new monster math, and lop a few HPs off the top where necessary.</p><p></p><p>2. Take page 42 guidelines with a large grain of salt. If you want players to do more improvised things, like pulling the carpet out from under an orc or swinging on a chandelier, tell your players you're making those choices more effective. Page 42 assumes that those things should be on par with at-wills, but there's no reason they shouldn't be like extra encounter powers. Pulling the rug knocks the orc prone <em>and</em> causes damage; swinging on the chandelier get you to the other end of the hall <em>and</em> lets you kick a bad guy on the way. (Inherent bonuses help with this stuff too!)</p><p></p><p>3. Any time an inflicted condition says "until your next turn," treat it as "until your <em>target's</em> next turn." It seriously nerfs a couple conditions (CA, defense penalties), but if your group is sick of the whoseturnwherewhatwhen aspect of combat, it cuts out like 90% of that.</p><p></p><p>4. As to magic items, have you considered using higher-level properties and powers, or homebrewing? I understand if those options don't seem satisfying or practical, though.</p><p></p><p>I'm not sure how to help you with the other things you mentioned. Strikers are <em>supposed</em> to deal more damage than non-strikers, if you want less combat in your game the solution seems obvious, and tactical savvy can be taught [at least somewhat].</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="C4, post: 5789419, member: 93857"] It might be a good time to take a break, or try a new system, but if it's just a matter of turning up the Fun Dial on 4e, I have a few suggestions: 1. Make sure your monsters use the new monster math, and lop a few HPs off the top where necessary. 2. Take page 42 guidelines with a large grain of salt. If you want players to do more improvised things, like pulling the carpet out from under an orc or swinging on a chandelier, tell your players you're making those choices more effective. Page 42 assumes that those things should be on par with at-wills, but there's no reason they shouldn't be like extra encounter powers. Pulling the rug knocks the orc prone [I]and[/I] causes damage; swinging on the chandelier get you to the other end of the hall [I]and[/I] lets you kick a bad guy on the way. (Inherent bonuses help with this stuff too!) 3. Any time an inflicted condition says "until your next turn," treat it as "until your [I]target's[/I] next turn." It seriously nerfs a couple conditions (CA, defense penalties), but if your group is sick of the whoseturnwherewhatwhen aspect of combat, it cuts out like 90% of that. 4. As to magic items, have you considered using higher-level properties and powers, or homebrewing? I understand if those options don't seem satisfying or practical, though. I'm not sure how to help you with the other things you mentioned. Strikers are [I]supposed[/I] to deal more damage than non-strikers, if you want less combat in your game the solution seems obvious, and tactical savvy can be taught [at least somewhat]. Hope that helps. [/QUOTE]
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