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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
A question for 4e players and DMs (about 5e)
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<blockquote data-quote="MoutonRustique" data-source="post: 6697747" data-attributes="member: 22362"><p>If your group would like "faster meaner" combats than what most official products offer for 4e - there are a few methods that are very easy to implement on-the-fly that can give that angle in 4e. This bit is the main attraction I see of 5e over 4e for many (other than presentation of rules and such - which is non-issue for your group seeing as you already know the rules.)</p><p></p><p>I would suggest :</p><p> - have a look at the Skill Challenge variants and options. Pick the one you find the most engaging and leverage it to the max during your games. Make it as dynamic as possible - no need to get bogged-downed. The "hidden" goal : you can save a good deal of prep-time if you leverage SCs for collaborative story/adventure construction. i.e. you don't really need to plan out <em>how</em> to accomplish X or Y, as the group will create the how through the SC.</p><p> - use lots of minions and/or <em>super-minions</em> to have a few "normal" battles, they can still be very threating, but they'll last only a few rounds. Don't hesitate to focus-fire during the first ones : get the point across that these battles are fast, but still very much have the capacity to affect players (not to TPK-level of menace, but one of them might get a fairly scary woopin').</p><p> - have the big combats be as dynamic as possible by using a lot of one-shot terrain things and offering options to control the battle other than total hp destruction (ex: traps that can stop a foe for 2* rounds, something that can block an access point, hazards that give warning (forcing movement or consequence), etc.)</p><p></p><p>*I never actually track <em>time</em> for these kinds of things, I <em>say</em> I do, but I just check the pulse of the battle and the critter gets free when he needs to get free - while taking into consideration the feeling of player agency. Don't make the player feel he made a bad investment by using the terrain or XYZ thing you put there - else they'll learn to ignore all the cool-fun things and just go after the hp.</p><p></p><p>Well, turns out my 2cp was more along the lines of 2sp...</p><p></p><p>Also - <em>unless important to the synergy of battle</em> <strong>stay AWAY from SOLDIERS!</strong>. Or, you know, reduce their defense by 2-3 points and up their damage by 2-3 points. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6697747, member: 22362"] If your group would like "faster meaner" combats than what most official products offer for 4e - there are a few methods that are very easy to implement on-the-fly that can give that angle in 4e. This bit is the main attraction I see of 5e over 4e for many (other than presentation of rules and such - which is non-issue for your group seeing as you already know the rules.) I would suggest : - have a look at the Skill Challenge variants and options. Pick the one you find the most engaging and leverage it to the max during your games. Make it as dynamic as possible - no need to get bogged-downed. The "hidden" goal : you can save a good deal of prep-time if you leverage SCs for collaborative story/adventure construction. i.e. you don't really need to plan out [I]how[/I] to accomplish X or Y, as the group will create the how through the SC. - use lots of minions and/or [I]super-minions[/I] to have a few "normal" battles, they can still be very threating, but they'll last only a few rounds. Don't hesitate to focus-fire during the first ones : get the point across that these battles are fast, but still very much have the capacity to affect players (not to TPK-level of menace, but one of them might get a fairly scary woopin'). - have the big combats be as dynamic as possible by using a lot of one-shot terrain things and offering options to control the battle other than total hp destruction (ex: traps that can stop a foe for 2* rounds, something that can block an access point, hazards that give warning (forcing movement or consequence), etc.) *I never actually track [I]time[/I] for these kinds of things, I [I]say[/I] I do, but I just check the pulse of the battle and the critter gets free when he needs to get free - while taking into consideration the feeling of player agency. Don't make the player feel he made a bad investment by using the terrain or XYZ thing you put there - else they'll learn to ignore all the cool-fun things and just go after the hp. Well, turns out my 2cp was more along the lines of 2sp... Also - [I]unless important to the synergy of battle[/I] [B]stay AWAY from SOLDIERS![/B]. Or, you know, reduce their defense by 2-3 points and up their damage by 2-3 points. ;) [/QUOTE]
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