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D&D Older Editions, OSR, & D&D Variants
4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7535383" data-attributes="member: 6696971"><p>In terms of (basically a layered companion character on top of the PC's portfolio) PC deployment, I think you're missing their context in terms of how they hook into the primary objective. </p><p></p><p>1) The primary objective overall is to (a) get into the mother ship (1000 feet up) and (b) dispatch the Far Realm aliens and their temporal machinations.</p><p></p><p>In order to get 1000 feet up, you need to be able to fly (preferably to hover so stuns don't wreck you)! </p><p></p><p>2) The primary objective of dealing with the mother ship's proximity guardians is to defeat the encounter before the 5th round ticks (carrying Skill Challenge Failure/Success). </p><p></p><p>The hoverpods aid this in that they (a) provide fly (hover), (b) don't cost the heroes HPs/surges (unless the ships are destroyed in the course of extended, multiple waves due to being beyond 4 rounds, combat) therefore saving them for the long haul, and (c) provide ranged multi-attack for a y-axis intensive encounter with flying Minion drones where the major problem is the stalling Trap drone.</p><p></p><p>3) They're low cognitive workload (which is key given that players will still be able to deploy certain applicable utilities/abilities while piloting the pods...you don't want to add more handling time as players sort through further load-out).</p><p></p><p>In terms of the combat on the ground, they're just typicaly Skirmishers, but they aren't impeded by the Blocking and Hindering Terrain on the ground and their strafing is bulwarked by the lead tank (which in this case, would have been taken over by the Fighter in short order) and the other ATSTs which would be (theoretically) running interference against the Wizard/Rogue.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7535383, member: 6696971"] In terms of (basically a layered companion character on top of the PC's portfolio) PC deployment, I think you're missing their context in terms of how they hook into the primary objective. 1) The primary objective overall is to (a) get into the mother ship (1000 feet up) and (b) dispatch the Far Realm aliens and their temporal machinations. In order to get 1000 feet up, you need to be able to fly (preferably to hover so stuns don't wreck you)! 2) The primary objective of dealing with the mother ship's proximity guardians is to defeat the encounter before the 5th round ticks (carrying Skill Challenge Failure/Success). The hoverpods aid this in that they (a) provide fly (hover), (b) don't cost the heroes HPs/surges (unless the ships are destroyed in the course of extended, multiple waves due to being beyond 4 rounds, combat) therefore saving them for the long haul, and (c) provide ranged multi-attack for a y-axis intensive encounter with flying Minion drones where the major problem is the stalling Trap drone. 3) They're low cognitive workload (which is key given that players will still be able to deploy certain applicable utilities/abilities while piloting the pods...you don't want to add more handling time as players sort through further load-out). In terms of the combat on the ground, they're just typicaly Skirmishers, but they aren't impeded by the Blocking and Hindering Terrain on the ground and their strafing is bulwarked by the lead tank (which in this case, would have been taken over by the Fighter in short order) and the other ATSTs which would be (theoretically) running interference against the Wizard/Rogue. [/QUOTE]
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4e Compared to Trad D&D; What You Lose, What You Gain
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