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Building a 4E sandbox: How would you do it?
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<blockquote data-quote="LostSoul" data-source="post: 4871016" data-attributes="member: 386"><p>Here are the issues I see:</p><p></p><p>1. XP is tied to combat, not exploration.</p><p></p><p>2. Combat may be exciting and non-grindy, but it still takes a lot of time.</p><p></p><p>3. The range of levels at which monsters work in combat encounters is small. Not much time passes before you can no longer use kobolds or goblins, and once you hit that point the dragon who controls a kobold lair numbering in the hundreds can't be used.</p><p></p><p></p><p></p><p>I think this is a good idea. You could stat up each monster in different ways, giving them a minion/standard/elite/solo template.</p><p></p><p>ie. A Tiger (MM2, level 6 skirmisher) could be a level 1 solo, a level 4 elite, or a level 11 minion.</p><p></p><p>True, each statblock will have different abilities, but that makes sense; the higher level it is, the fewer of its tricks work.</p><p></p><p>This is a solution to issue #3.</p><p></p><p>Another thing you might want to try - in order to make combats go by quicker - is to run them as skill challenges. I might give this a shot next game, not just to allow PCs to face monsters that would normally suck all the fun out of a combat encounter but to speed up the game and allow more exploration to take place.</p><p></p><p>The XP is the easiest to change, just change it to reward exploration more. I would make sure that you use a system and don't just hand out XP when you think the PCs should level - this allows players to choose their own advancement.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4871016, member: 386"] Here are the issues I see: 1. XP is tied to combat, not exploration. 2. Combat may be exciting and non-grindy, but it still takes a lot of time. 3. The range of levels at which monsters work in combat encounters is small. Not much time passes before you can no longer use kobolds or goblins, and once you hit that point the dragon who controls a kobold lair numbering in the hundreds can't be used. I think this is a good idea. You could stat up each monster in different ways, giving them a minion/standard/elite/solo template. ie. A Tiger (MM2, level 6 skirmisher) could be a level 1 solo, a level 4 elite, or a level 11 minion. True, each statblock will have different abilities, but that makes sense; the higher level it is, the fewer of its tricks work. This is a solution to issue #3. Another thing you might want to try - in order to make combats go by quicker - is to run them as skill challenges. I might give this a shot next game, not just to allow PCs to face monsters that would normally suck all the fun out of a combat encounter but to speed up the game and allow more exploration to take place. The XP is the easiest to change, just change it to reward exploration more. I would make sure that you use a system and don't just hand out XP when you think the PCs should level - this allows players to choose their own advancement. [/QUOTE]
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