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Are PC defenses too low?
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<blockquote data-quote="Iron Sky" data-source="post: 4581947" data-attributes="member: 60965"><p>What I've noticed as a shift was in 3.x, when an enemy <em>hit</em> the players looked crestfallen. In 4e, when enemies <em>miss</em> me<em>, </em>it makes me feel cool("Ahah, they missed!"). Missing is the exception rather than the rule now, so a powers that impose penalties or give you bonuses to defenses are really rewarding when they work. There's lots of fist pounding when my ranger's disruptive strike or warlock's witchfire nerf the enemy's big AoE or encounter power (our DM tells us what the monster got against what defense, so know whether our powers made a difference or not).</p><p> </p><p>Also, with three strikers in our group and good tactics, usually one or two rounds a fight we'll managed to put together a situation where every enemy is either in a position where they can't attack (1 square away from the nearest PC and prone, dazed and too far away to charge) or they have a penalty(blinded, witchfire, disruptive strike, etc).</p><p> </p><p>One of our shining moments was fighting 4 werewolves and their 4 direwolves, we managed to arrange it so only 3 of the 8 enemies could attack during their turn, and two of those had penalties!</p><p> </p><p>So, like Justin says, it's about strategy, finding ways to deny your enemies attacks and/or give them penalties rather than just "twinking" your defenses so high that enemies just can't hit you.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4581947, member: 60965"] What I've noticed as a shift was in 3.x, when an enemy [I]hit[/I] the players looked crestfallen. In 4e, when enemies [I]miss[/I] me[I], [/I]it makes me feel cool("Ahah, they missed!"). Missing is the exception rather than the rule now, so a powers that impose penalties or give you bonuses to defenses are really rewarding when they work. There's lots of fist pounding when my ranger's disruptive strike or warlock's witchfire nerf the enemy's big AoE or encounter power (our DM tells us what the monster got against what defense, so know whether our powers made a difference or not). Also, with three strikers in our group and good tactics, usually one or two rounds a fight we'll managed to put together a situation where every enemy is either in a position where they can't attack (1 square away from the nearest PC and prone, dazed and too far away to charge) or they have a penalty(blinded, witchfire, disruptive strike, etc). One of our shining moments was fighting 4 werewolves and their 4 direwolves, we managed to arrange it so only 3 of the 8 enemies could attack during their turn, and two of those had penalties! So, like Justin says, it's about strategy, finding ways to deny your enemies attacks and/or give them penalties rather than just "twinking" your defenses so high that enemies just can't hit you. [/QUOTE]
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