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4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7528801" data-attributes="member: 6696971"><p>So getting back to the L+5 combat above. It would be a combat where the 3 PCs would have to deploy some daily resources to pull out, for sure. Much like my last group (with no dedicated Leader), I would anticipate each member of this group having multiple ways to trigger their own surges or allies' surges. This is what I would anticipate (riffing off of Garthanos's speculative declaration for the Fighter).</p><p></p><p><strong>Fighter - </strong></p><p></p><p>Working to lock down and take over the Elite Controller (Leader) Tank. I can see this resolving positively for the Fighter within 2-3 rounds with an Action Point (5-7 actions with a couple of Encounter AoE's in the tank and possibly 1 failure involved), where the tank is Dazed after the 1st round (with the Fighter being inside the tank in a melee with the crew) until the Fighter takes the helm.</p><p></p><p>Once taken over, he'll lock down the Skirmisher AT-ST's and/or help keep the Hoverpods earth-bound with the Ranged 10 control.</p><p></p><p><strong>Wizard - </strong></p><p></p><p>The priorities here would be (a) primarily keeping the Hoverpods grounded so the Rogue can go to work and (b) establishing control on the AT-STs to neutralize their mobility/payload. </p><p></p><p><strong>Rogue (assuming a Swashbuckler/Duelist build) - </strong></p><p></p><p>The priority would be enacting active defenses (either Encounter Utilities or riders to Encounter Powers in the Duelist suite of abilities) and navigating the battlefield to take out each downed Hoverpod with big payload (which would also trigger OA's in melee with their exclusive ranged attacks). Once those three have taken all of their damage from being knocked from the sky, the Wizard's control attacks, and the Rogue's Striker damage, its move on to the AT-STs.</p><p></p><p>Obstacles - The difficulties facing the PCs would be the terrain issues and the many mobility-based control effects facing them (hence the importance of (a) the Rogue activating defenses or negating attacks via Immediate Actions, (b) keeping the AT-STs off the Rogue, (c) making the Hoverpods readily available for the Rogue to dish out the big damage. This set-up is a melee skirmisher's nightmare, so the Rogue (Duelist) would have to pull out the stops to stay mobile (and survive) and his allies would have to help the effort. Lucky for them, they have tons of Encounter Attack Riders to buff defenses significantly and Encounter Utilities to avoid attacks and be absurdly mobile.</p><p></p><p>[HR][/HR]</p><p></p><p>There is a stark contrast between they dynamics (probable action declarations by the PCs, what is mechanically feasible, the interaction with battlefield dynamics, and the related changes in gamestate/fictional positioning) that would emerge from this prospective 4e fight than that of traditional D&D.</p><p></p><p>These sets of obstacles and PCs framed into conflict in BECMI or 1e would play out radically, radically different.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7528801, member: 6696971"] So getting back to the L+5 combat above. It would be a combat where the 3 PCs would have to deploy some daily resources to pull out, for sure. Much like my last group (with no dedicated Leader), I would anticipate each member of this group having multiple ways to trigger their own surges or allies' surges. This is what I would anticipate (riffing off of Garthanos's speculative declaration for the Fighter). [B]Fighter - [/B] Working to lock down and take over the Elite Controller (Leader) Tank. I can see this resolving positively for the Fighter within 2-3 rounds with an Action Point (5-7 actions with a couple of Encounter AoE's in the tank and possibly 1 failure involved), where the tank is Dazed after the 1st round (with the Fighter being inside the tank in a melee with the crew) until the Fighter takes the helm. Once taken over, he'll lock down the Skirmisher AT-ST's and/or help keep the Hoverpods earth-bound with the Ranged 10 control. [B]Wizard - [/B] The priorities here would be (a) primarily keeping the Hoverpods grounded so the Rogue can go to work and (b) establishing control on the AT-STs to neutralize their mobility/payload. [B]Rogue (assuming a Swashbuckler/Duelist build) - [/B] The priority would be enacting active defenses (either Encounter Utilities or riders to Encounter Powers in the Duelist suite of abilities) and navigating the battlefield to take out each downed Hoverpod with big payload (which would also trigger OA's in melee with their exclusive ranged attacks). Once those three have taken all of their damage from being knocked from the sky, the Wizard's control attacks, and the Rogue's Striker damage, its move on to the AT-STs. Obstacles - The difficulties facing the PCs would be the terrain issues and the many mobility-based control effects facing them (hence the importance of (a) the Rogue activating defenses or negating attacks via Immediate Actions, (b) keeping the AT-STs off the Rogue, (c) making the Hoverpods readily available for the Rogue to dish out the big damage. This set-up is a melee skirmisher's nightmare, so the Rogue (Duelist) would have to pull out the stops to stay mobile (and survive) and his allies would have to help the effort. Lucky for them, they have tons of Encounter Attack Riders to buff defenses significantly and Encounter Utilities to avoid attacks and be absurdly mobile. [HR][/HR] There is a stark contrast between they dynamics (probable action declarations by the PCs, what is mechanically feasible, the interaction with battlefield dynamics, and the related changes in gamestate/fictional positioning) that would emerge from this prospective 4e fight than that of traditional D&D. These sets of obstacles and PCs framed into conflict in BECMI or 1e would play out radically, radically different. [/QUOTE]
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