Nail
First Post
Me too.Grog said:I will say that I'm very skeptical about having special rules for "minions," though.
Special minion rules add needless complexity. Just add weaker "normal" monsters...even at APL 1.
Me too.Grog said:I will say that I'm very skeptical about having special rules for "minions," though.
Fobok said:Yes, I do. For a dungeon example, you clear 4 rooms of orcs and have to retreat until the next day... why the heck don't the orcs come back, realize they've been attacked, and set an ambush? Repeat the process a few times and you never make any progress in the dungeon.
I also, back when I had a group, I tried to run my adventures like an episode of Hercules or Xena. Action and adventure is what the game is about, after all. And it really messes up pacing to only get an hour or two of adventure in a day. (For more gritty, realistic games I used Game of Thrones D20.)
Clearly its a lizardwoman, based on the camel-toe.Hand of Evil said:And really, does a lizardman need a loin cloth?Klaus said:This preview was really interesting, but I have to say, that lizardman has a serious case of overbite!
http://www.wizards.com/dnd/images/4...a_drdd_3med.jpg![]()
No, the problem is with the game mechanics. In 3E, you simply cannot design an adventure where the PCs are up against a tight deadline unless you are sending them against very weak opposition. The reason for this is that, in the 3E system, a CR-appropriate encounter is designed to consume 20-25% of the PCs resources, meaning they'll have to rest after every four CR-appropriate encounters. Now, good planning and tactics on the PCs part may extend the deadline somewhat, and as a DM, you can always drop healing potions into the adventure, but the fact is that their resources are going to run out, and probably sooner rather than later.Celebrim said:The problem is not with the game mechanics. The problem is with the adventure design. Unless the players are facing a deadline (We have to get the mcguffin before the eclipse occurs!) or are facing a pro-active intelligent enemy, they just don't have a reason to risk going into an encounter with less than 100% of thier resources.
Maybe so, but unlike in 3E, you as a DM will have the option of adding in a deadline to the adventure to prevent this. Characters at 80% power are still perfectly playable, and can face threats that are almost as dangerous as the ones they can face when they're at 100%. And, if your players know they have a deadline, they probably won't blow all their per-day resources in one big bash, because in 4E, they'll have other options.Celebrim said:Mearls said that wizards that spent all thier daily spells would be at about 80% power. Smart players will decide that this isn't good enough, and will (perhaps after blowing all of thier daily resources on one big bash) decide to hole up for the night just in case.
Grog said:No, the problem is with the game mechanics. In 3E, you simply cannot design an adventure where the PCs are up against a tight deadline unless you are sending them against very weak opposition. The reason for this is that, in the 3E system, a CR-appropriate encounter is designed to consume 20-25% of the PCs resources, meaning they'll have to rest after every four CR-appropriate encounters. Now, good planning and tactics on the PCs part may extend the deadline somewhat, and as a DM, you can always drop healing potions into the adventure, but the fact is that their resources are going to run out, and probably sooner rather than later.
If you try to do a "We have to get the mcguffin before the eclipse occurs!" adventure in 3E, you're probably going to end up with the bad guys destroying the world while the PCs are in the middle of a nap. It's the way the system is designed.
Grog said:No, the problem is with the game mechanics. In 3E, you simply cannot design an adventure where the PCs are up against a tight deadline unless you are sending them against very weak opposition.
The reason for this is that, in the 3E system, a CR-appropriate encounter is designed to consume 20-25% of the PCs resources, meaning they'll have to rest after every four CR-appropriate encounters. Now, good planning and tactics on the PCs part may extend the deadline somewhat, and as a DM, you can always drop healing potions into the adventure, but the fact is that their resources are going to run out, and probably sooner rather than later.
Celebrim said:Suppose that in 4E a CR appropriate encounter is designed to consome just 10% of the PC's resources, meaning that they can go much longer before they have to rest. Isn't that really just another way of saying that CR appropriate encounters in 4E are comparitively weaker than CR appropriate encounters in 3E?