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General Tabletop Discussion
EN Publishing
An interesting Dilemma
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5302483" data-attributes="member: 20805"><p>I didn't run the Fire in 4e, but that module is the most 'rail-roady' of the modules .. which lends to some of the feel. I have been converting the modules on my own as my game is currently on module 7, but I have also ran into the issue of too much combat. Many of original modules is designed with the 3x pacing built in, and I think some of the earlier conversions retained that. With 4e, the encounters that get played out should be only the ones that alter the story-line by the PC's actions or choices. 'speed-bump' encounters should be hand-waved or turned into skill challenges.</p><p></p><p>A problem with this approach is the survivability of 4e characters. Without the attrition effect on healing surges and dailies, it becomes very easy for a group to take on the 'key' combat encounters. I am still struggling with how to accomplish thise and have gone so far as 6 combat encounters in a 'day' as well as the use of 'Lethal Obsidion' skill challenges {in which the Druid lost 4 healing surges in the last session...}</p><p> But even at that, I am not sure I can really challenge the 15th level PCs without risking a TPK. Next session will show the truth as it looks like the entire session will be a massive, long drawn out combat. {three encounters running back to back}</p><p></p><p>So.. regarding your question.. 4e combat does take time, more so with un-optimized characters and will players who occasionally space whose turn it is... I reccommend pacing your sessions to ensure that the combats are exciting, involving, and hit at a time when your players are at thier peak.</p><p></p><p></p><p>Sorry, no earthdawn experience!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5302483, member: 20805"] I didn't run the Fire in 4e, but that module is the most 'rail-roady' of the modules .. which lends to some of the feel. I have been converting the modules on my own as my game is currently on module 7, but I have also ran into the issue of too much combat. Many of original modules is designed with the 3x pacing built in, and I think some of the earlier conversions retained that. With 4e, the encounters that get played out should be only the ones that alter the story-line by the PC's actions or choices. 'speed-bump' encounters should be hand-waved or turned into skill challenges. A problem with this approach is the survivability of 4e characters. Without the attrition effect on healing surges and dailies, it becomes very easy for a group to take on the 'key' combat encounters. I am still struggling with how to accomplish thise and have gone so far as 6 combat encounters in a 'day' as well as the use of 'Lethal Obsidion' skill challenges {in which the Druid lost 4 healing surges in the last session...} But even at that, I am not sure I can really challenge the 15th level PCs without risking a TPK. Next session will show the truth as it looks like the entire session will be a massive, long drawn out combat. {three encounters running back to back} So.. regarding your question.. 4e combat does take time, more so with un-optimized characters and will players who occasionally space whose turn it is... I reccommend pacing your sessions to ensure that the combats are exciting, involving, and hit at a time when your players are at thier peak. Sorry, no earthdawn experience! [/QUOTE]
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