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4e Creatures, Not Scary?
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<blockquote data-quote="I'm A Banana" data-source="post: 4600008" data-attributes="member: 2067"><p>I'm kind of with you there. But I think you can still have it in 4e, it just doesn't come from raw dice of damage. It's not quite like the real world where a sudden unexpected attack can kill you before you know what's happening.</p><p></p><p>It's a basic narrative kind of thing:</p><p></p><p>You need something to open combat that will "hook" them, that will set the stage, get the action rolling, and make them want to continue. </p><p></p><p>In a lot of ways, that comes from the narrative -- the moment the first attack roll is made, it's sudden and abrupt and sets the stage.</p><p></p><p>You might also want to try more ambushes or traps -- approaching from unexpected angles or having surprising enemies or otherwise just being a sudden "woah!" moment.</p><p></p><p>Then, the players react.</p><p></p><p>Then, the monsters react to that reaction.</p><p></p><p>At about round 5-8, bust out the CLIMAX, and call it good.</p><p></p><p>FFZ combat is a bit more "swingy" in that respect, but FFZ is about the rhythm of attack and defense -- if you don't use defense, you're going to leave yourself vulnerable, and your own defenses won't last forever. </p><p></p><p>D&D tension comes from constant attacks rather than a canny rythym, in that regard.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4600008, member: 2067"] I'm kind of with you there. But I think you can still have it in 4e, it just doesn't come from raw dice of damage. It's not quite like the real world where a sudden unexpected attack can kill you before you know what's happening. It's a basic narrative kind of thing: You need something to open combat that will "hook" them, that will set the stage, get the action rolling, and make them want to continue. In a lot of ways, that comes from the narrative -- the moment the first attack roll is made, it's sudden and abrupt and sets the stage. You might also want to try more ambushes or traps -- approaching from unexpected angles or having surprising enemies or otherwise just being a sudden "woah!" moment. Then, the players react. Then, the monsters react to that reaction. At about round 5-8, bust out the CLIMAX, and call it good. FFZ combat is a bit more "swingy" in that respect, but FFZ is about the rhythm of attack and defense -- if you don't use defense, you're going to leave yourself vulnerable, and your own defenses won't last forever. D&D tension comes from constant attacks rather than a canny rythym, in that regard. [/QUOTE]
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