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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6054664" data-attributes="member: 82106"><p>Yeah, the later MM3 type solos are a good place to start. A dragon for instance has an extra standard action at INIT+10, giving them a lot more flexibility, and they can use that to throw off conditions instead of taking an action, plus they also get some other condition shedding. That means conditions CAN be useful against them, but not crippling. The Green Dragon I was using the other week had only basically claw, bite, breath, a reaction, a flyby shoot-n-scoot, and that's about it. Still, the dragons never lacked something tactically interesting to do. </p><p></p><p>There are of course other tricks you can use. Terrain powers are a good one. I had one battle in a mine where the enemy golem could be attacked and it would go berzerk and smash the supports holding up the roof. That would cause rock falls and eventually the whole place caves in. That was amusing as the bad guys would use it to drop rocks on the good guys, and then the good guys would try to force move the thing so that tactic wouldn't work (or even trigger it on the bad guys). If you can set up some sort of dynamic like that then usually the fight will stay interesting (and you can intensify fights this way so they go faster too if you want). Now and then one will turn into a 'dud' but of course nothing is perfect and that's usually when I just throw out the book and fix it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I feel like 4e with its larger hit point totals and more different tactical rules is often easier to pull of this stuff with. I do think it is valuable to not worry about setting aside or slightly rewriting some rules for specific situations though. Often a 4e power or something is very cool and its mechanics work great in one set of situations, but they can fail to give the right result in some really different situation. Seems better to just adjust and call it 'exception based design' than to suffer with some weird rule interaction that the designer never intended.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6054664, member: 82106"] Yeah, the later MM3 type solos are a good place to start. A dragon for instance has an extra standard action at INIT+10, giving them a lot more flexibility, and they can use that to throw off conditions instead of taking an action, plus they also get some other condition shedding. That means conditions CAN be useful against them, but not crippling. The Green Dragon I was using the other week had only basically claw, bite, breath, a reaction, a flyby shoot-n-scoot, and that's about it. Still, the dragons never lacked something tactically interesting to do. There are of course other tricks you can use. Terrain powers are a good one. I had one battle in a mine where the enemy golem could be attacked and it would go berzerk and smash the supports holding up the roof. That would cause rock falls and eventually the whole place caves in. That was amusing as the bad guys would use it to drop rocks on the good guys, and then the good guys would try to force move the thing so that tactic wouldn't work (or even trigger it on the bad guys). If you can set up some sort of dynamic like that then usually the fight will stay interesting (and you can intensify fights this way so they go faster too if you want). Now and then one will turn into a 'dud' but of course nothing is perfect and that's usually when I just throw out the book and fix it. :) I feel like 4e with its larger hit point totals and more different tactical rules is often easier to pull of this stuff with. I do think it is valuable to not worry about setting aside or slightly rewriting some rules for specific situations though. Often a 4e power or something is very cool and its mechanics work great in one set of situations, but they can fail to give the right result in some really different situation. Seems better to just adjust and call it 'exception based design' than to suffer with some weird rule interaction that the designer never intended. [/QUOTE]
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4e Encounter Design... Why does it or doesn't it work for you?
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