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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="pemerton" data-source="post: 5871520" data-attributes="member: 42582"><p>I vary my approach to this, mostly going on the mood of the table, the stakes, pacing considerations etc.</p><p></p><p>So recently, when the PCs were trying to bluff there way passed some guards in magical disguise, but were having trouble explaining why they couldn't provide the password, two players more-or-less simultaneously declared actions - the fighter, who was a Chewbacca-style "prisoner" within the context of the deception, that he would "break free" and charge one of the guards; the wizard, that he would use his Charm of the Dark Dream to take possesion of one of the guards and thereby read his mind to learn the password.</p><p></p><p>Both of these sounded pretty cool to me, and so I had them roll initiative and resolve their actions in the approrpiate order, without more faffing around or debate at the table.</p><p></p><p>But in another recent session, when the PCs were fighting 4 mooncalves, had only 3 healing surges left between them, no daily powers, 1 action point and only 13 hit points left on the cleric-ranger, I let them collectively strategise as much as they wanted to. There was no way they were going to win that fight without collectively eking out every last erg of capability and synergy.</p><p></p><p>Different approaches for different stakes, different situations, different moods. I see this as part of my role, as GM, to try and "manage" or oversee play in the interests of everyone getting the most out of the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5871520, member: 42582"] I vary my approach to this, mostly going on the mood of the table, the stakes, pacing considerations etc. So recently, when the PCs were trying to bluff there way passed some guards in magical disguise, but were having trouble explaining why they couldn't provide the password, two players more-or-less simultaneously declared actions - the fighter, who was a Chewbacca-style "prisoner" within the context of the deception, that he would "break free" and charge one of the guards; the wizard, that he would use his Charm of the Dark Dream to take possesion of one of the guards and thereby read his mind to learn the password. Both of these sounded pretty cool to me, and so I had them roll initiative and resolve their actions in the approrpiate order, without more faffing around or debate at the table. But in another recent session, when the PCs were fighting 4 mooncalves, had only 3 healing surges left between them, no daily powers, 1 action point and only 13 hit points left on the cleric-ranger, I let them collectively strategise as much as they wanted to. There was no way they were going to win that fight without collectively eking out every last erg of capability and synergy. Different approaches for different stakes, different situations, different moods. I see this as part of my role, as GM, to try and "manage" or oversee play in the interests of everyone getting the most out of the game. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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