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4e mid encounter fatigue
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<blockquote data-quote="drjones" data-source="post: 4198630" data-attributes="member: 62944"><p>That's just level 1 for ya. 4e definitely expands the possibilities for interesting actions at 1st level over all previous editions but still if you have 10 great powers to use and most fights do not last 10 rounds then you are just cluttering up your char sheet.</p><p></p><p>Also I think it is better to grow into more options because it allows you to hone your tactics with a certain toolbox of powers and then add something new in occasionally to mix it up so it does not get stale. That has been the 'dnd way' since forever and all CRPGs have stolen it so it can't be that bad.</p><p></p><p>But you are right in mixing things up, do not let your players get complacent. Mine said at one point 'oh so you get an action point every 2 encounters so you should just use it on the first attack after you get it' imo this is not good tactics and assumes that encounters will be like in a computer game where you can pace your fighting by not aggroing the next set of monsters. The playtest I want (oakhurst) had a 'waves of enemies' encounter right off the bat and I think mixing it up like that will be key, how about the good old sleeping big bad monster illusion that takes the players alphastrike while the real monster sits in the shadows waiting to strike..</p><p></p><p>Don't want to mess with them so much that they never use their dailys out of fear but enough that they actually have to think about it.</p><p></p><p>Also don't think that every fight has to end with all the monsters dead. if the players really smoke a bunch of kobolds in the first round there is no reason they would not run for it. that is what human warriors would do after all and it saves fights where the PCs are obviously doing well from dragging out.</p></blockquote><p></p>
[QUOTE="drjones, post: 4198630, member: 62944"] That's just level 1 for ya. 4e definitely expands the possibilities for interesting actions at 1st level over all previous editions but still if you have 10 great powers to use and most fights do not last 10 rounds then you are just cluttering up your char sheet. Also I think it is better to grow into more options because it allows you to hone your tactics with a certain toolbox of powers and then add something new in occasionally to mix it up so it does not get stale. That has been the 'dnd way' since forever and all CRPGs have stolen it so it can't be that bad. But you are right in mixing things up, do not let your players get complacent. Mine said at one point 'oh so you get an action point every 2 encounters so you should just use it on the first attack after you get it' imo this is not good tactics and assumes that encounters will be like in a computer game where you can pace your fighting by not aggroing the next set of monsters. The playtest I want (oakhurst) had a 'waves of enemies' encounter right off the bat and I think mixing it up like that will be key, how about the good old sleeping big bad monster illusion that takes the players alphastrike while the real monster sits in the shadows waiting to strike.. Don't want to mess with them so much that they never use their dailys out of fear but enough that they actually have to think about it. Also don't think that every fight has to end with all the monsters dead. if the players really smoke a bunch of kobolds in the first round there is no reason they would not run for it. that is what human warriors would do after all and it saves fights where the PCs are obviously doing well from dragging out. [/QUOTE]
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