Best Lair Assault mechanics.

Dice4Hire

First Post
I was thinking on the Lair Assault program a bit and, thinking of what was coming next, I thought of what were the best and worst elements of each Lair Assault.

Were the worst elements ...

the 5th round change some had?

The 'gotcha' that each assault seemed to have at some point?

The dash madly forward and succeed that many lair assaults had (like many video games)

The occasional reliance on having a particular skill at a high level?

Restrictive build options? Like Kill the Wizard.

Die and learn?


Were the best elements

Optimize and feel good about it.

Tactical 4E at its best (roleplay, we don't need no stinking roleplay!!)

A very concentrated challenge

Trying to figure out what to build by looking at the poster.

What are your thoughts?
 

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mbcestelle

First Post
Were the worst elements ...

the 5th round change some had?

The occasional reliance on having a particular skill at a high level?

Restrictive build options? Like Kill the Wizard.

I'd have to say that these were the points that I disliked the most. Of course, this is from a DM's perspective as I ran them. I think the idea of the Lair Assaults were great and would love to see something similar in the future.

Another point that I would have liked to see addressed was the limit to the Heroic tier. A Paragon tiered assault would have been very interesting to see. I realize that it would drag a session out and really push the DM to balance all of the various powers a player could bring to bear, but it would have been fun to see.


Were the best elements

Optimize and feel good about it.

Tactical 4E at its best (roleplay, we don't need no stinking roleplay!!)

A very concentrated challenge

Trying to figure out what to build by looking at the poster.

These were the fun part. It truly was a test of a player's ability to prepare for the worst a DM could throw at them. A lot of people that enjoy 4e enjoy building characters and this program made sure that everyone had a true purpose for it.
 

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