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4E combat and non-combat timing
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<blockquote data-quote="CapnZapp" data-source="post: 4606879" data-attributes="member: 12731"><p>Thanks. </p><p></p><p>I don't think my encounter easily fits either of these.</p><p></p><p>I guess a highpoint of the scenario is transparency. Already from the beginning the party can see where enemy guards are located, and can start guessing their responses (and response time). The adventure designer commits to his reinforcements, not bringing them out of a hat. The intervals the reinforcements arrive at become a function of the castle layout and the PC's cleverness, rather than some arbitrary measure of "dramatic appropriateness".</p><p></p><p>The problem then becomes that in 4E everybody suddenly has heaps of hp, making it impossible to populate this castle realistically and still hope the PCs can prevail. </p><p></p><p>Yes, I could make the guards low-level pushovers or even minions. But not all the guards can be minions (if nothing else, it would make the life of the wizard way too easy).</p><p></p><p>Instead, I'm thinking perhaps resisting the 4E changes isn't the right way to go. Perhaps there is other solutions that doesn't change the number of combat rounds you need to win an exiting fight against the clock?</p><p></p><p>Perhaps the solution instead is to make even time subservient to plot needs, in the same way 4E has enabled so many other elements of the story to triumph against petty details...?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4606879, member: 12731"] Thanks. I don't think my encounter easily fits either of these. I guess a highpoint of the scenario is transparency. Already from the beginning the party can see where enemy guards are located, and can start guessing their responses (and response time). The adventure designer commits to his reinforcements, not bringing them out of a hat. The intervals the reinforcements arrive at become a function of the castle layout and the PC's cleverness, rather than some arbitrary measure of "dramatic appropriateness". The problem then becomes that in 4E everybody suddenly has heaps of hp, making it impossible to populate this castle realistically and still hope the PCs can prevail. Yes, I could make the guards low-level pushovers or even minions. But not all the guards can be minions (if nothing else, it would make the life of the wizard way too easy). Instead, I'm thinking perhaps resisting the 4E changes isn't the right way to go. Perhaps there is other solutions that doesn't change the number of combat rounds you need to win an exiting fight against the clock? Perhaps the solution instead is to make even time subservient to plot needs, in the same way 4E has enabled so many other elements of the story to triumph against petty details...? [/QUOTE]
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