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4e: Improving the Line at Otharil Vale (spoilers)
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5748401" data-attributes="member: 20805"><p>[MENTION=78255]Truename[/MENTION].. are you going to play all the way through the campaign arc or are you stopping short of the end?</p><p></p><p> I ask because if you break out squads and platoons at 11th level, you will have a very hard time running the high level modules. I just started using squads and platoons at 20th level and it worked out very well.</p><p></p><p>OnlineDM's variant looks solid and keeps the heroes in the midst of a large scale combat. I ran this under 3x rules and really enjoyed messing with the group through the siege engines, war wizards, and occasional dragon fly-by. Basically a bunch of off-screen threats that tossed damage bombs in pretty randomly {and sometimes hit their own troops}</p><p></p><p>The stat blocks look okay, there is a thread over in HRs that I started on building units as monsters. Check it out.</p><p></p><p>summary: I recommend holding off on unit-scale combat until later in the paragon and epic tiers. Instead use lots of minions and use waves. You could also use 'demi-monsters' that either have half the standard monster hit points or a 'threshold' of 5 + 1/2 level {fx a 11th level critter would have a threshold of 10. Any hit of 5 or less doesn't do anything. 5 to 9 bloodies it. 10 or more kills it outright. This keeps minions from dying from most auto-damage/aura things}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5748401, member: 20805"] [MENTION=78255]Truename[/MENTION].. are you going to play all the way through the campaign arc or are you stopping short of the end? I ask because if you break out squads and platoons at 11th level, you will have a very hard time running the high level modules. I just started using squads and platoons at 20th level and it worked out very well. OnlineDM's variant looks solid and keeps the heroes in the midst of a large scale combat. I ran this under 3x rules and really enjoyed messing with the group through the siege engines, war wizards, and occasional dragon fly-by. Basically a bunch of off-screen threats that tossed damage bombs in pretty randomly {and sometimes hit their own troops} The stat blocks look okay, there is a thread over in HRs that I started on building units as monsters. Check it out. summary: I recommend holding off on unit-scale combat until later in the paragon and epic tiers. Instead use lots of minions and use waves. You could also use 'demi-monsters' that either have half the standard monster hit points or a 'threshold' of 5 + 1/2 level {fx a 11th level critter would have a threshold of 10. Any hit of 5 or less doesn't do anything. 5 to 9 bloodies it. 10 or more kills it outright. This keeps minions from dying from most auto-damage/aura things} [/QUOTE]
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4e: Improving the Line at Otharil Vale (spoilers)
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