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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="CroBob" data-source="post: 6053920" data-attributes="member: 6683307"><p>Then I still suggest adding to the monster's damage, pure and simple. A bonus of something like +(Tier) damage on basic attacks and +(Tier)d8 damage on powers would increase damage output significantly, but not bloat it to the point it becomes too much to handle. Also, instead of rolling dice to determine when a monster gets it's powers back, simply wait a number of rounds equal to it's likelyhood (2 rounds for 4+, 3 for 5+, 6 for 6+), or make that the largest number of rounds which go by before they recharge, rolling anyway, but making it automatic after that many rounds.</p><p></p><p>Perhaps invent minor action abilities which give the PCs relevant penalties to defenses, thereby ensuring more damage through more likely hitting occures. Or simply make the minor action inflict minor damage directly.</p><p></p><p>I don't advocate giving monsters out-of-turn actions, but giving each enemy a bloodied reaction attack would also deal a bit more damage. I suggest experimenting, and figuring out exactly what works best.</p><p></p><p></p><p></p><p>Quoted fer troof.</p><p></p><p>But, yes, I've had several groups over the years. One of them, my home-town crew, had been playing together for over 15 years, and could work together and optimize to the point that it simply wasn't about how much damage I dealt them, but how I dealt the damage. Often, a group of enemies is primarily diversion from the big thing they should really worry about, the reason they had to hurry.</p><p></p><p>I've also had groups that barely understood what their own characters could even do, and they needed to be walked through several levels before they knew how to handle even an easy encounter on their own.</p><p></p><p>Anyway, this reminds me about the big threat threat. You could make things interesting by not making the fight itself the threat, but by making it take up a certain amount of time before the <em>real</em> threat shows up, or is activated, or whatever, and the challenge is working through the fight before that threat joins in, or blows up their home town, or whatever.</p></blockquote><p></p>
[QUOTE="CroBob, post: 6053920, member: 6683307"] Then I still suggest adding to the monster's damage, pure and simple. A bonus of something like +(Tier) damage on basic attacks and +(Tier)d8 damage on powers would increase damage output significantly, but not bloat it to the point it becomes too much to handle. Also, instead of rolling dice to determine when a monster gets it's powers back, simply wait a number of rounds equal to it's likelyhood (2 rounds for 4+, 3 for 5+, 6 for 6+), or make that the largest number of rounds which go by before they recharge, rolling anyway, but making it automatic after that many rounds. Perhaps invent minor action abilities which give the PCs relevant penalties to defenses, thereby ensuring more damage through more likely hitting occures. Or simply make the minor action inflict minor damage directly. I don't advocate giving monsters out-of-turn actions, but giving each enemy a bloodied reaction attack would also deal a bit more damage. I suggest experimenting, and figuring out exactly what works best. Quoted fer troof. But, yes, I've had several groups over the years. One of them, my home-town crew, had been playing together for over 15 years, and could work together and optimize to the point that it simply wasn't about how much damage I dealt them, but how I dealt the damage. Often, a group of enemies is primarily diversion from the big thing they should really worry about, the reason they had to hurry. I've also had groups that barely understood what their own characters could even do, and they needed to be walked through several levels before they knew how to handle even an easy encounter on their own. Anyway, this reminds me about the big threat threat. You could make things interesting by not making the fight itself the threat, but by making it take up a certain amount of time before the [i]real[/i] threat shows up, or is activated, or whatever, and the challenge is working through the fight before that threat joins in, or blows up their home town, or whatever. [/QUOTE]
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