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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E "Return to" adventures
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<blockquote data-quote="Kwalish Kid" data-source="post: 4093799" data-attributes="member: 446"><p>This is what I've come to realize as I prepare for my summer 4E game.</p><p></p><p>Specifically:</p><p>1) There has to be more room so PCs and monsters can use their abilities.</p><p>2) There really has to be cover much more often, so strikers can be dynamic in play (and to allow rangers a reason to use one of their abilities).</p><p>3) There have to be pits, set traps, and other elements of terrain to promote the use of PC and monster powers that move enemies around the board.</p><p></p><p>One can still use the old, tiny rooms of prior editions, but there really isn't much point. The drama of these fights will be much less. They can be used if they provide points where PCs are attacked on multiple fronts. (I can see a fighter using Tide of Iron [or a strength vs. fort def] to close a door while a Wizard holds her action to close the door once the enemy is out of the way. Wow, the mechanic for that is so obvious.)</p><p></p><p>Let's consider The Temple of Elemental Evil as an example</p><ul> <li data-xf-list-type="ul">I might just double the size of every room in the dungeons below the temple. Some individual rooms might be converted into barracks.</li> <li data-xf-list-type="ul">I would add more columns and statues in the rooms and the hallways. </li> <li data-xf-list-type="ul">The theme of the temple allows for huge vats of the appropriate elements to be sitting out in places enemies can fall into them or where they can be knocked over to flow along the ground.</li> <li data-xf-list-type="ul">The huge room in the temple never made sense to have a fight in before, now it's the perfect room for a fight that might start at one end of the temple and end up in the other.</li> <li data-xf-list-type="ul">The idea of a temple full of evil clerics and mages gathering an army of brigands and monsters allows for a great variety in encounters. There's an excuse there to put together creatures and humanoids that would otherwise not be found together.</li> </ul></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 4093799, member: 446"] This is what I've come to realize as I prepare for my summer 4E game. Specifically: 1) There has to be more room so PCs and monsters can use their abilities. 2) There really has to be cover much more often, so strikers can be dynamic in play (and to allow rangers a reason to use one of their abilities). 3) There have to be pits, set traps, and other elements of terrain to promote the use of PC and monster powers that move enemies around the board. One can still use the old, tiny rooms of prior editions, but there really isn't much point. The drama of these fights will be much less. They can be used if they provide points where PCs are attacked on multiple fronts. (I can see a fighter using Tide of Iron [or a strength vs. fort def] to close a door while a Wizard holds her action to close the door once the enemy is out of the way. Wow, the mechanic for that is so obvious.) Let's consider The Temple of Elemental Evil as an example [list] [*]I might just double the size of every room in the dungeons below the temple. Some individual rooms might be converted into barracks. [*]I would add more columns and statues in the rooms and the hallways. [*]The theme of the temple allows for huge vats of the appropriate elements to be sitting out in places enemies can fall into them or where they can be knocked over to flow along the ground. [*]The huge room in the temple never made sense to have a fight in before, now it's the perfect room for a fight that might start at one end of the temple and end up in the other. [*]The idea of a temple full of evil clerics and mages gathering an army of brigands and monsters allows for a great variety in encounters. There's an excuse there to put together creatures and humanoids that would otherwise not be found together. [/list] [/QUOTE]
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