4giving or gang aft agley?

Korgoth

First Post
I have heard conflicting reports about the difficulty of the Irontoth battle in KoTS, and it causes me to wonder about the kind of "margin of error" present in 4E. Some folks evidently pwned Irontooth and his boys, whereas many others evidently feel to a TPK. And then there's the question of the performance of optimized vs. non-optimized parties.

It reminds me of the LEROY JENKINS! machinima that we're all probably familiar with from WoW (basically, a supposedly ace raiding guild plans on storming the dragon rookery, but overly zealous paladin Leroy Jenkins, whose name is also his battlecry, goes off prematurely and alerts every monster in the chamber... the resulting carnage makes the Battle of the Philippine Sea look like a draw). I'm not interested in "4E is so WoW!" talk because for the purposes of this discussion I just plain don't care. The reason I bring it up (besides that it's funny; I didn't link to it though because it contains very offensive language) is that the subject matter is the fact that in the game, a perfectly composed tactical plan can be turned into a turkey shoot by one untactical doofus. That's a low margin for error and from my time playing WoW I would tend to say that overall it does have a fairly low margin.

WoW isn't the only thing that can have a low tactical error margin. Wargames can be like this, too. I played FOW against some American paras (a fairly hard force) one time and my grenadiers didn't even get into battle... I crushed his whole company in the center of the board with 2 Tigers and 3 StuGs (and took no losses). His hard force was turned into mush because of a few tactical mistakes. That's not the same thing as "swingy" either... that's something separate (40K is also swingy, for instance; I routed Chaos with my Necrons taking no casulaties because I got a few lucky opening shots that sent his whole deployment on a downward spiral and it basically became a shooting gallery). Not all wargames are "swingy" (FOW isn't particularly), but I would say that most tend to be fairly unforgiving at points.

The margin for error in previous D&D editions has varied, in my opinion. There have always been those Save or Die/Petrify situations. Aside from those, I think OD&D had a pretty decent margin of error, since most monsters did 1d6 damage. So if things start going south in OD&D you should have some latitude to change your plan and recover (of course, there aren't a lot of tactics to begin with; joining battle or running are the two most important options). It starts to get much less forgiving in Classic. For example, even a young red dragon bites for 4d8... there's one at the end of a Classic Basic module (for levels 1-3). Obviously, that dragon can one-shot most characters so if they stumble upon it or go in disorganized they might be in for one heck of a TPK. Because once you figure out that you've made a mistake by fighting the thing, it's probaby too late (and once those 4d8 hit the table, somebody is probably losing their character anyway).

3E seemed less forgiving in some ways, maybe more in others. It was very unforgiving with "character builds". I played 3.0 to 16th level and it was evident... I had a Dwarf F/R that was like F6/R10 who probably would have gotten laughed out of the CharOp forum. There was a Wizard/Bard who even I would laugh out of the CharOp forum... him taking those Bard levels was like shooting the whole party in the foot all at once. And in 3E there was no way to undo that mistake, really (whereas in say 2E that might have been suboptimal but not so much so that you'd really notice).

Anyway, I haven't come to a conclusion about 4E's margin for error... I haven't even played it yet. I'm curious to hear what other people think about it, though.
 

log in or register to remove this ad

Well I'd say that's exactly WHY they increased the "power" of the 1st level characters in 4e...

It isn't that they are now way more powerful then 1st level monsters... It's just that there's a little breathing room in a fight.

You have a chance to take a couple of hits and realize "oh crap this was a mistake" and then get out as best you can. You're not going to get thwacked and then realize, "oh crap that was a mistake" as you roll a new dude...

Still though, if you're playing stupid, you're gonna die.


SPOILERS



I think the Irontooth encounter is nasty because really it's 2 encounters in one.

Outside and inside. If players beat the outside party, then rest up they get their encounter powers back and have a bit more HPs.

If they don't (like my players didn't) and just rush right into the cavern, they're in for a suprise... That suprise being "HAH YOU JUST DUN UPPED THE ENCOUNTER LEVEL ON YOURSELF FOOL!"

Also it's relatively early in the game, so some players haven't yet fully realized the potential of their powers and abilities, nor do they understand the synergies between the various characters.

So they still rely on the run up and slug it out approach, while the little kobolds are bouncing around and stick n moving...
 

Anything based on d20 rolls is going to be somewhat swingy. A first level character might not go down in one hit anymore. However, low level monsters tend to hit harder and more often, are supposedly more numerous, potentially have powers that recharge depending on a d6 roll, and many of their abilities now use d8s and d10s for damage. A few rolls out of the norm may still spell doom for a PC.
Our party for example didn't have too much trouble with Irontooth (everyone was still very much alive afterwards), but almost got shot to pieces by the level 1 Halfling Slinger (one dead, one unconscious and the third character very nearly so at the end of that fight).


cheers
 

Pets & Sidekicks

Remove ads

Top