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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Brainstorming a "Phil. of 4e 101" resource
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<blockquote data-quote="Manbearcat" data-source="post: 6677505" data-attributes="member: 6696971"><p>For maximum pithitude, I'm just going to include headers and not dig-down into the machinery:</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>1) Make the battlefield interactive</strong></span></p><p></p><p>a) Make the PCs <em>need </em>to move.</p><p></p><p>b) Make the PCs <em>want </em>to move.</p><p></p><p>c) Make the PCs want to force move the bad guys.</p><p></p><p>d) Make the PCs want to stunt.</p><p></p><p>[HR][/HR]<span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>2) Team monster</strong></span></p><p></p><p>a) Diversify team monster.</p><p></p><p>b) Synergize team monster with each other.</p><p></p><p>c) Synergize team monster with the battlefield (especially if it is their lair).</p><p></p><p>[HR][/HR]</p><p></p><p><span style="font-size: 12px"><strong>3) Solos</strong></span></p><p></p><p>a) Retain their overall action economy but reward control effects against them.</p><p></p><p>b) They should get more dangerous as their Hit Points diminish.</p><p></p><p>c) They should ultra-mondo super-duper synergize with guards, lackeys, and their lair.</p><p></p><p></p><p>[HR][/HR]</p><p></p><p><span style="font-size: 12px"><strong>4) General</strong></span></p><p></p><p>a) Be VERY aware of the <a href="http://slyflourish.com/master_dm_sheet.pdf" target="_blank">assumed math</a> (eg try not to stray too far from PC 50-60 % hit rate) at Heroic and lower Paragon especially (loosen it up later); sparing use of Soldiers and above level enemies.</p><p></p><p>b) Always spend some of your encounter budget on hazards/traps and remember 2c above.</p><p></p><p>c) Don't be afraid to be transparent.</p><p></p><p>d) Team monster's HP pool isn't the "combat is over" marker.</p><p></p><p>e) Do CRAZY stuff mid-combat to change everything (reinforcements!, landslide!, flash-flood!, eruption!, gate!, building collapsing/burning!)</p><p></p><p>f) Everyone helps with set-up.</p><p></p><p>g) Rotate a lieutenant to help with accounting.</p><p></p><p>h) Have good visual cues.</p><p></p><p>i) Well-organized character sheets. </p><p></p><p>j) Everyone stays frosty.</p><p></p><p>k) Keep things moving.</p><p></p><p>l) If you haven't declared and resolved your action in 60 seconds then you're delaying. See <em>j and k </em>above.</p><p></p><p>m) If you miss your window for an immediate action, tough luck. See <em><em>j and k</em> </em>above.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6677505, member: 6696971"] For maximum pithitude, I'm just going to include headers and not dig-down into the machinery: [SIZE=3][B] 1) Make the battlefield interactive[/B][/SIZE] a) Make the PCs [I]need [/I]to move. b) Make the PCs [I]want [/I]to move. c) Make the PCs want to force move the bad guys. d) Make the PCs want to stunt. [HR][/HR][SIZE=3][B] 2) Team monster[/B][/SIZE] a) Diversify team monster. b) Synergize team monster with each other. c) Synergize team monster with the battlefield (especially if it is their lair). [HR][/HR] [SIZE=3][B]3) Solos[/B][/SIZE] a) Retain their overall action economy but reward control effects against them. b) They should get more dangerous as their Hit Points diminish. c) They should ultra-mondo super-duper synergize with guards, lackeys, and their lair. [HR][/HR] [SIZE=3][B]4) General[/B][/SIZE] a) Be VERY aware of the [URL="http://slyflourish.com/master_dm_sheet.pdf"]assumed math[/URL] (eg try not to stray too far from PC 50-60 % hit rate) at Heroic and lower Paragon especially (loosen it up later); sparing use of Soldiers and above level enemies. b) Always spend some of your encounter budget on hazards/traps and remember 2c above. c) Don't be afraid to be transparent. d) Team monster's HP pool isn't the "combat is over" marker. e) Do CRAZY stuff mid-combat to change everything (reinforcements!, landslide!, flash-flood!, eruption!, gate!, building collapsing/burning!) f) Everyone helps with set-up. g) Rotate a lieutenant to help with accounting. h) Have good visual cues. i) Well-organized character sheets. j) Everyone stays frosty. k) Keep things moving. l) If you haven't declared and resolved your action in 60 seconds then you're delaying. See [I]j and k [/I]above. m) If you miss your window for an immediate action, tough luck. See [I][I]j and k[/I] [/I]above. [/QUOTE]
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