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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Neonchameleon" data-source="post: 6079379" data-attributes="member: 87792"><p>I'm not surprised. 4e was released a year too early.</p><p></p><p></p><p></p><p>Monster Vault you absolutely need and it's first class. Threats is a second monster book and nothing like as necessary - it's also superb for populating a sandbox setting.</p><p></p><p></p><p></p><p>That would do it. The faster you put monsters down, the less time they spend beating you up! That said, you often save your encounter powers against MV Solos as they often get <em>really</em> nasty once they are bloodied.</p><p></p><p></p><p></p><p>Ack! The temps aren't bad. The damage roll buff is fiddly there. And my recommended leader has pretty much always been the Warlord (I hit him ... with the barbarian!). A Warlord/Slayer combination is especially scary - the warlord in this case has approximately the damage output of the slayer (mostly because the slayer is making all the attack and damage rolls) - and a Bravura Warlord can give the Slayer three melee basic attacks on their turn when they action point. (Bravura Warlord: Think Leonidas in 300).</p><p></p><p></p><p></p><p>And to go heavy on the attack granting powers - those are both effective and fun!</p><p></p><p></p><p></p><p>The bard is one of the fiddliest classes (the Runepriest is the absolute worst). It's also one of my favourites, but then I'm used to running half a dozen monsters rather than a single PC.</p><p></p><p></p><p></p><p>Honestly, other than possibly Reavers, the Slaying Stone, and Madness at Gardmore Abbey I wouldn't run WotC adventures. Take something Aventure Pathy (Zeitgeist is good) - and only look at the statblocks once the combat starts. And it's easier to run an AP written for Pathfinder in 4e than it is in Pathfinder.</p><p></p><p></p><p></p><p>The best way of wearing down the PCs I've found is one of the few house rules I use - extended rests only happen in a place of safety rather than on the road. (For a sandbox it would be your base town or a friendly one). Makes for much more risk/reward analysis and PCs feeling threatened.</p><p></p><p></p><p></p><p>Most of it was, but there were some really interesting ideas buried in there. If you're interested in seeing where things ended up, and read this in the next 25 hours, dropping $10 on the <a href="http://www.kickstarter.com/projects/evilhat/fate-core" target="_blank">Fate Core PDFs in the Kickstarter</a> is almost certainly far the best deal in tabletop roleplaying right now (I'm in for the Quartet). Especially if you're interested in rules light games and some great ideas to steal. And if you want a standby one shot game for a two hour session, I can't recommend <a href="http://www.bullypulpitgames.com/games/fiasco/" target="_blank">Fiasco</a> highly enough (assuming you don't mind a game in which all the characters will end badly).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6079379, member: 87792"] I'm not surprised. 4e was released a year too early. Monster Vault you absolutely need and it's first class. Threats is a second monster book and nothing like as necessary - it's also superb for populating a sandbox setting. That would do it. The faster you put monsters down, the less time they spend beating you up! That said, you often save your encounter powers against MV Solos as they often get [I]really[/I] nasty once they are bloodied. Ack! The temps aren't bad. The damage roll buff is fiddly there. And my recommended leader has pretty much always been the Warlord (I hit him ... with the barbarian!). A Warlord/Slayer combination is especially scary - the warlord in this case has approximately the damage output of the slayer (mostly because the slayer is making all the attack and damage rolls) - and a Bravura Warlord can give the Slayer three melee basic attacks on their turn when they action point. (Bravura Warlord: Think Leonidas in 300). And to go heavy on the attack granting powers - those are both effective and fun! The bard is one of the fiddliest classes (the Runepriest is the absolute worst). It's also one of my favourites, but then I'm used to running half a dozen monsters rather than a single PC. Honestly, other than possibly Reavers, the Slaying Stone, and Madness at Gardmore Abbey I wouldn't run WotC adventures. Take something Aventure Pathy (Zeitgeist is good) - and only look at the statblocks once the combat starts. And it's easier to run an AP written for Pathfinder in 4e than it is in Pathfinder. The best way of wearing down the PCs I've found is one of the few house rules I use - extended rests only happen in a place of safety rather than on the road. (For a sandbox it would be your base town or a friendly one). Makes for much more risk/reward analysis and PCs feeling threatened. Most of it was, but there were some really interesting ideas buried in there. If you're interested in seeing where things ended up, and read this in the next 25 hours, dropping $10 on the [URL="http://www.kickstarter.com/projects/evilhat/fate-core"]Fate Core PDFs in the Kickstarter[/URL] is almost certainly far the best deal in tabletop roleplaying right now (I'm in for the Quartet). Especially if you're interested in rules light games and some great ideas to steal. And if you want a standby one shot game for a two hour session, I can't recommend [URL="http://www.bullypulpitgames.com/games/fiasco/"]Fiasco[/URL] highly enough (assuming you don't mind a game in which all the characters will end badly). [/QUOTE]
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4th edition, The fantastic game that everyone hated.
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