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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="Manbearcat" data-source="post: 6054118" data-attributes="member: 6696971"><p>I do sympathize with the issues surround a 7 player group. 4e has so many synergies (that proliferate as you advance in tier) baked into PC team framework that if you move beyond (I would honestly say 4 and not 5) you are going to reap what you sow as the game moves on. I have played the entirety of 4e (through epic tier) with 3-4 PCs. 3 is slightly less than desirable (I've had to homebrew an Encounter Utility Power to provide for deeper PC action economy and another for action economy loss prevention from denial effects...much like Solo monster building) but 4 is a very cozy sweet spot. I'm lucky with 3 as these 3 players are all extraordinarily above the curve with their tactical minds and they have great chemistry together. They move extremely quickly through their turns so it gives us the advantage of having combat rounds zip by with no lag. I can extrapolate in my head what it must be like to have 7 average players (from a tactical orientation), that cannot do math quickly, at Epic tier and the stuttering, swingey combat that would emanate. I can also consider 7 highly tactically minded players and the insane action denial that would likely stem from that. Both thoughts give me an aneurism so I do sympathize.</p><p></p><p>That being said. I've played a 7 PC group at level 14 in 3.x. If the above is an aneurism, then what I endured then was a Mind Blast from an army of Illithids (DORKY D&D HUMOR OMG). Neither particularly playable as there is a terminal velocity of suck that one can endure in gaming. Once across that threshold, the rest is irrelevant.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6054118, member: 6696971"] I do sympathize with the issues surround a 7 player group. 4e has so many synergies (that proliferate as you advance in tier) baked into PC team framework that if you move beyond (I would honestly say 4 and not 5) you are going to reap what you sow as the game moves on. I have played the entirety of 4e (through epic tier) with 3-4 PCs. 3 is slightly less than desirable (I've had to homebrew an Encounter Utility Power to provide for deeper PC action economy and another for action economy loss prevention from denial effects...much like Solo monster building) but 4 is a very cozy sweet spot. I'm lucky with 3 as these 3 players are all extraordinarily above the curve with their tactical minds and they have great chemistry together. They move extremely quickly through their turns so it gives us the advantage of having combat rounds zip by with no lag. I can extrapolate in my head what it must be like to have 7 average players (from a tactical orientation), that cannot do math quickly, at Epic tier and the stuttering, swingey combat that would emanate. I can also consider 7 highly tactically minded players and the insane action denial that would likely stem from that. Both thoughts give me an aneurism so I do sympathize. That being said. I've played a 7 PC group at level 14 in 3.x. If the above is an aneurism, then what I endured then was a Mind Blast from an army of Illithids (DORKY D&D HUMOR OMG). Neither particularly playable as there is a terminal velocity of suck that one can endure in gaming. Once across that threshold, the rest is irrelevant. [/QUOTE]
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