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4E combat and non-combat timing
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<blockquote data-quote="LittleFuzzy" data-source="post: 4607154" data-attributes="member: 79881"><p>Plenty of other good suggestions here. It sounds like you're trying to convert an older adventure and are trying to do it without too much redesigning. That's unfortunate. I've been working on a conversion myself to finish out a particular campaign and it's seemed to me that getting the same feel from it with 4e required a lot of redesigning. It was certainly possible, 4e has lots of flexibility, but it required a number of changes that I was at first relunctant to make.</p><p></p><p>One idea I haven't seen mentioned here that might work as a "quick fix" for you with your adventure, make the guards "tough" minions. Not ones that go down with a single hit. I've seen a number of suggestions on how to implement that sort of thing bandied about on this board since 4e came out. Minions that actually take two hits, minions that are auto-killed by a crit, two normal hits, or three damage-on-miss effects, etc. Prevents the wizard from just clearing everything, and also potentially allows players to deal with guards coming in to support their solo captain. The players would have to divert some resources to taking out these minion-plus guards while also trying to handle the solo. You communicate the weakness/toughness of the enemies your players will face to them *so they can make their plans with it in mind* by setting up an opportunity for them to fight some guards earleir.</p><p></p><p>I do suspect that making the guard captain a solo just isn't going to create the sort of effect you want. As has been said, a solo is designed as a bit of grind-ish fight. As much as you don't want to do it, it might be better off to make the guard captain an elite or normal Leader, backed up by some other guards, possibly the same minion-plus types, or tougher sergeants or something. If you want to add a hard time-limit, you can also have sergeants organizing a group of elite guards to rush the interlopers and take them out, or even just lots of minions to grab, restrain, and overwhelm the party.</p></blockquote><p></p>
[QUOTE="LittleFuzzy, post: 4607154, member: 79881"] Plenty of other good suggestions here. It sounds like you're trying to convert an older adventure and are trying to do it without too much redesigning. That's unfortunate. I've been working on a conversion myself to finish out a particular campaign and it's seemed to me that getting the same feel from it with 4e required a lot of redesigning. It was certainly possible, 4e has lots of flexibility, but it required a number of changes that I was at first relunctant to make. One idea I haven't seen mentioned here that might work as a "quick fix" for you with your adventure, make the guards "tough" minions. Not ones that go down with a single hit. I've seen a number of suggestions on how to implement that sort of thing bandied about on this board since 4e came out. Minions that actually take two hits, minions that are auto-killed by a crit, two normal hits, or three damage-on-miss effects, etc. Prevents the wizard from just clearing everything, and also potentially allows players to deal with guards coming in to support their solo captain. The players would have to divert some resources to taking out these minion-plus guards while also trying to handle the solo. You communicate the weakness/toughness of the enemies your players will face to them *so they can make their plans with it in mind* by setting up an opportunity for them to fight some guards earleir. I do suspect that making the guard captain a solo just isn't going to create the sort of effect you want. As has been said, a solo is designed as a bit of grind-ish fight. As much as you don't want to do it, it might be better off to make the guard captain an elite or normal Leader, backed up by some other guards, possibly the same minion-plus types, or tougher sergeants or something. If you want to add a hard time-limit, you can also have sergeants organizing a group of elite guards to rush the interlopers and take them out, or even just lots of minions to grab, restrain, and overwhelm the party. [/QUOTE]
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