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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="Neonchameleon" data-source="post: 6055174" data-attributes="member: 87792"><p>Honestly, making unique enemies in 4e isn't hard. If we look at the basic <a href="http://www.d20srd.org/srd/monsters/orc.htm" target="_blank">orc</a> and <a href="http://www.d20srd.org/srd/monsters/kobold.htm" target="_blank">kobold</a> in 3.X then to get from the numbers the PCs see for the kobold to the orc we add: 1 hit point, a few points of damage, move a few points of to hit, and change the skills. It's not that much.</p><p></p><p>To get from a basic Kobold Quickblade to the standard orc skirmisher (I forget its name) we:</p><p> </p><p>Change the racial powers - the kobold gets to shift one square per turn as a minor action (you can't catch the slippery <a href="mailto:#@*&s">#@*&s</a>) and the orc gets a free standard action when it dies (they take a lot of killing).</p><p> </p><p>Change the levels - about the equivalent of the changes above for 3.X.</p><p></p><p>The standard orc skirmisher has a shock-trooper style charge. 1/encounter if it throws its javelin and hits it can then charge - this is really nasty and very memorable, and gives the sense of orcs getting up in your face (as well as doing a lot of damage). Orc skirmishers: Brutal, get in your face, and take some killing.</p><p></p><p>The Kobold Quickblade (remember these are the basic level 1 skirmishers) gets Fleet - as a move action it can shift three squares. It also has an ability where it does +2 damage for each square it's shifted since the start of its turn (remember between Fleet and Shifty that can be +8 damage). Fast, slippery, and memorable for completely different reasons from the orc.</p><p></p><p>Using monsters straight out of Monster Vault doesn't make them un-memorable.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6055174, member: 87792"] Honestly, making unique enemies in 4e isn't hard. If we look at the basic [URL="http://www.d20srd.org/srd/monsters/orc.htm"]orc[/URL] and [URL="http://www.d20srd.org/srd/monsters/kobold.htm"]kobold[/URL] in 3.X then to get from the numbers the PCs see for the kobold to the orc we add: 1 hit point, a few points of damage, move a few points of to hit, and change the skills. It's not that much. To get from a basic Kobold Quickblade to the standard orc skirmisher (I forget its name) we: Change the racial powers - the kobold gets to shift one square per turn as a minor action (you can't catch the slippery [EMAIL="#@*&s"]#@*&s[/EMAIL]) and the orc gets a free standard action when it dies (they take a lot of killing). Change the levels - about the equivalent of the changes above for 3.X. The standard orc skirmisher has a shock-trooper style charge. 1/encounter if it throws its javelin and hits it can then charge - this is really nasty and very memorable, and gives the sense of orcs getting up in your face (as well as doing a lot of damage). Orc skirmishers: Brutal, get in your face, and take some killing. The Kobold Quickblade (remember these are the basic level 1 skirmishers) gets Fleet - as a move action it can shift three squares. It also has an ability where it does +2 damage for each square it's shifted since the start of its turn (remember between Fleet and Shifty that can be +8 damage). Fast, slippery, and memorable for completely different reasons from the orc. Using monsters straight out of Monster Vault doesn't make them un-memorable. [/QUOTE]
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