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Anyone playing 4e at the moment?
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<blockquote data-quote="S'mon" data-source="post: 8396447" data-attributes="member: 463"><p>4e I think is a bit tricky for effective long term hexcrawling because of how levelling works. Either you are doing it Oblivion-style and levelling everything to PC level, or you have some pretty hard gating/channeling/direction.</p><p></p><p>One thing I've noticed is that 4e with MM3+ monster stats is much more tolerant of over-level PCs than under-level PCs; I've found fights where the PCs are 1-3 levels higher than the monsters have worked great and felt fun; the players get to show off and feel awesome, and they can get through a lot of encounters, but they still feel challenged. So for hexcrawling you can include a lot of lower level encounters and not worry too much if the PCs are focusing on lower level areas. The main thing is you prob don't want them long resting after every fight. I think the best approach is a small scale map, Keep on the Borderlands style is great but up to 1 or 2 miles per hex allows for several small encounters per adventuring day.</p><p></p><p>For <a href="http://frloudwater.blogspot.com/2021/08/4e-chaos-scar-rats-in-wall.html" target="_blank">my current game</a> I made this KotB style local area map for a small hexcrawl element. It has worked out very nicely. I think the best approach in 4e is to have a hexcrawl area map built for either 1 level (ca 10 encounters, around 3 4-5 hours sessions IME) or at most 3-4 levels, the size of one of those HPE adventures. Then have the threats increase roughly in concentric circles from the start location, West Marches style. That way PCs probably won't get in too deep too fast.</p><p></p><p><img src="https://1.bp.blogspot.com/-6m4GbtkkbEM/YRFEsMtA9VI/AAAAAAAASXQ/4QvjDmz254MKPsv0WdFjq5EESU04jOzQQCLcBGAsYHQ/s16000/King%2527s%2BWall%2B-%2Bsouth%2Bterminus.bmp" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 8396447, member: 463"] 4e I think is a bit tricky for effective long term hexcrawling because of how levelling works. Either you are doing it Oblivion-style and levelling everything to PC level, or you have some pretty hard gating/channeling/direction. One thing I've noticed is that 4e with MM3+ monster stats is much more tolerant of over-level PCs than under-level PCs; I've found fights where the PCs are 1-3 levels higher than the monsters have worked great and felt fun; the players get to show off and feel awesome, and they can get through a lot of encounters, but they still feel challenged. So for hexcrawling you can include a lot of lower level encounters and not worry too much if the PCs are focusing on lower level areas. The main thing is you prob don't want them long resting after every fight. I think the best approach is a small scale map, Keep on the Borderlands style is great but up to 1 or 2 miles per hex allows for several small encounters per adventuring day. For [URL='http://frloudwater.blogspot.com/2021/08/4e-chaos-scar-rats-in-wall.html']my current game[/URL] I made this KotB style local area map for a small hexcrawl element. It has worked out very nicely. I think the best approach in 4e is to have a hexcrawl area map built for either 1 level (ca 10 encounters, around 3 4-5 hours sessions IME) or at most 3-4 levels, the size of one of those HPE adventures. Then have the threats increase roughly in concentric circles from the start location, West Marches style. That way PCs probably won't get in too deep too fast. [IMG]https://1.bp.blogspot.com/-6m4GbtkkbEM/YRFEsMtA9VI/AAAAAAAASXQ/4QvjDmz254MKPsv0WdFjq5EESU04jOzQQCLcBGAsYHQ/s16000/King%2527s%2BWall%2B-%2Bsouth%2Bterminus.bmp[/IMG] [/QUOTE]
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