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General Tabletop Discussion
D&D Older Editions
4e & The Duel...How?
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<blockquote data-quote="KidSnide" data-source="post: 5666429" data-attributes="member: 54710"><p>I've designed and run a few one-on-one fights in my 4e game. I noticed a few points worth mentioning:</p><p></p><p>The standard combat rules work fine. Your duel may be a little boring if you have a low level (i.e. level 1-4) PC, since that character won't have many interesting decisions. On the other hand, only two participants have turns in the initiative sequence, so you get a pretty satisfying "back-and-forth" feeling of trading blows.</p><p></p><p>The standard monster rules work fine for an opponent, but you probably want to design your own monster. In terms of powers, you want a lot more than a typical monster has. Normally, that kind of complexity would be a pain to run, but it's not bad if you're only using a single opponent.</p><p></p><p>In terms of difficulty, you'll want to use a standard monster, or maybe a half-standard/half-elite monster. The balance of the monster can be a little tricky. Since a single character doesn't have the benefits of synergy that a party has, you may notice that you're PC is a little weaker than you expect. </p><p></p><p>In terms of terrain, I would make generous use of interesting terrain powers. Again, there's no synergy, so tactics consists entirely of choosing your position. Create lots of different spaces (higher ground, things to swing from, tricky footing, etc...) where a skill check would give you combat advantage or some other benefit.</p><p></p><p>Lastly, some PCs will work better for this than others. If your rogue depends on flanking, they are going to have a miserable duel. Make sure the opponent is well tailored to the PC they are fighting.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5666429, member: 54710"] I've designed and run a few one-on-one fights in my 4e game. I noticed a few points worth mentioning: The standard combat rules work fine. Your duel may be a little boring if you have a low level (i.e. level 1-4) PC, since that character won't have many interesting decisions. On the other hand, only two participants have turns in the initiative sequence, so you get a pretty satisfying "back-and-forth" feeling of trading blows. The standard monster rules work fine for an opponent, but you probably want to design your own monster. In terms of powers, you want a lot more than a typical monster has. Normally, that kind of complexity would be a pain to run, but it's not bad if you're only using a single opponent. In terms of difficulty, you'll want to use a standard monster, or maybe a half-standard/half-elite monster. The balance of the monster can be a little tricky. Since a single character doesn't have the benefits of synergy that a party has, you may notice that you're PC is a little weaker than you expect. In terms of terrain, I would make generous use of interesting terrain powers. Again, there's no synergy, so tactics consists entirely of choosing your position. Create lots of different spaces (higher ground, things to swing from, tricky footing, etc...) where a skill check would give you combat advantage or some other benefit. Lastly, some PCs will work better for this than others. If your rogue depends on flanking, they are going to have a miserable duel. Make sure the opponent is well tailored to the PC they are fighting. -KS [/QUOTE]
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