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4E combat and non-combat timing
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<blockquote data-quote="CapnZapp" data-source="post: 4606836" data-attributes="member: 12731"><p>Don't be preposterous. I never said such a thing.</p><p></p><p>A solo could just be a cocky goblin, for chrissake.</p><p> </p><p></p><p>Thanks for erasing my whole adventure... Sheesh, what's with this "if it doesn't fit my view of the 4E design guidelines, then it can't happen". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Can't you see that having a complex (castle, thieves' guild, etc) with roving guard patrols is a perfectly normal idea for an adventure? (At least it is if you're able to see beyond simplistic room-by-room dungeon-bashing) </p><p></p><p>Where the entire idea is to avoid enough patrols as to avoid being overwhelmed? Meaning that the guard patrols can't be pushovers (because then there wouldn't be any point in avoiding any of them). </p><p></p><p>Saying "you can't have that in 4E" is merely stupid and ignorant. But essentially saying "you <em>should</em> not have that in 4E" is downright insulting.</p><p></p><p></p><p></p><p></p><p></p><p>*Deep breath*</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Let me try <strong>again</strong>. </p><p></p><p>My question is, how do you handle the fact that sometimes, a combat that's taking a good number of combat rounds, for story purposes must be regarded as being over fairly quickly? What are your thoughts on the fact this doesn't seem to be discussed by the DMG, even though it provides excellent advice on many other plot-related issues? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4606836, member: 12731"] Don't be preposterous. I never said such a thing. A solo could just be a cocky goblin, for chrissake. Thanks for erasing my whole adventure... Sheesh, what's with this "if it doesn't fit my view of the 4E design guidelines, then it can't happen". :( Can't you see that having a complex (castle, thieves' guild, etc) with roving guard patrols is a perfectly normal idea for an adventure? (At least it is if you're able to see beyond simplistic room-by-room dungeon-bashing) Where the entire idea is to avoid enough patrols as to avoid being overwhelmed? Meaning that the guard patrols can't be pushovers (because then there wouldn't be any point in avoiding any of them). Saying "you can't have that in 4E" is merely stupid and ignorant. But essentially saying "you [I]should[/I] not have that in 4E" is downright insulting. *Deep breath* Let me try [B]again[/B]. My question is, how do you handle the fact that sometimes, a combat that's taking a good number of combat rounds, for story purposes must be regarded as being over fairly quickly? What are your thoughts on the fact this doesn't seem to be discussed by the DMG, even though it provides excellent advice on many other plot-related issues? :) [/QUOTE]
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