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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e mid encounter fatigue
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<blockquote data-quote="Novem5er" data-source="post: 4197754" data-attributes="member: 57859"><p>Aye, I've had this concern too. However, it really depends on the character class. In my test run, the Cleric seemed like he had an interesting choice to make every round, while the Ranger used his basic attack (with Hunter's Quarry) every round. Still, every character had more choices than their 3e counterparts, and I know every character will have more choices as they level up. However, I still have a lingering concern that characters wont have enough powers, even at mid or high levels... but that's probably unfounded.</p><p></p><p>At least in the early levels, I think the combat fatigue issue will be best addressed by good encounter design. First, combat's should not last more than a few rounds (level 4 Solos, aside). Secondly, terrain should be placed so that the PCs and monsters don't all just rush to the center of the room on the first round, and hack it out from there. Thirdly, mid-encounter events could really spice things up, be they reinforcements or a sudden change in the environment.</p><p></p><p>For longer fights with a Solo that's a few levels higher than the PCs, I wouldn't be opposed to a mid-encounter break that actually recharges an encounter ability. For instance, versus Scalegloom, what if 6 rounds into the encounter, the dragon tail-slaps a column of stone that falls over and forces everyone to scatter and reposition? Maybe that could provide a one-round break that recharges a single encounter power of each player's choice.</p></blockquote><p></p>
[QUOTE="Novem5er, post: 4197754, member: 57859"] Aye, I've had this concern too. However, it really depends on the character class. In my test run, the Cleric seemed like he had an interesting choice to make every round, while the Ranger used his basic attack (with Hunter's Quarry) every round. Still, every character had more choices than their 3e counterparts, and I know every character will have more choices as they level up. However, I still have a lingering concern that characters wont have enough powers, even at mid or high levels... but that's probably unfounded. At least in the early levels, I think the combat fatigue issue will be best addressed by good encounter design. First, combat's should not last more than a few rounds (level 4 Solos, aside). Secondly, terrain should be placed so that the PCs and monsters don't all just rush to the center of the room on the first round, and hack it out from there. Thirdly, mid-encounter events could really spice things up, be they reinforcements or a sudden change in the environment. For longer fights with a Solo that's a few levels higher than the PCs, I wouldn't be opposed to a mid-encounter break that actually recharges an encounter ability. For instance, versus Scalegloom, what if 6 rounds into the encounter, the dragon tail-slaps a column of stone that falls over and forces everyone to scatter and reposition? Maybe that could provide a one-round break that recharges a single encounter power of each player's choice. [/QUOTE]
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4e mid encounter fatigue
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