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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="Starfox" data-source="post: 6053285" data-attributes="member: 2303"><p>Not for my group, no. 4E had lots of good ideas, but poor implementation in our eyes. The best parts were things like xp budgets, the cosmology, and different monster/pc design. That's why this thread has potential for me.</p><p></p><p>I think the main problem with both 4E combat and skill challenges are that there are too many rolls. Instead of rolls being exiting, they become statistics. That works in a computer game, where the computer does all the drudgery, and fast. It does not in a table RPG. This does have relevance to a discussion of encounter design - rolls should never feel uninteresting and trite like they did to us in 4E.</p><p></p><p>But I should stop here, lest I become an edition warrior myself.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6053285, member: 2303"] Not for my group, no. 4E had lots of good ideas, but poor implementation in our eyes. The best parts were things like xp budgets, the cosmology, and different monster/pc design. That's why this thread has potential for me. I think the main problem with both 4E combat and skill challenges are that there are too many rolls. Instead of rolls being exiting, they become statistics. That works in a computer game, where the computer does all the drudgery, and fast. It does not in a table RPG. This does have relevance to a discussion of encounter design - rolls should never feel uninteresting and trite like they did to us in 4E. But I should stop here, lest I become an edition warrior myself. [/QUOTE]
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4e Encounter Design... Why does it or doesn't it work for you?
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