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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7005398" data-attributes="member: 6694190"><p>It sounds great but I think DM David summarize it quite well when you convert 3.5 or 5th edition games to 4th edition, there is a time drawback that cannot be neglected. <em>"My fourth-edition time budget means that I have to cut locations, enemies, and material like a sailor jettisons weight as my ship takes water. I must condense each location to a couple of key encounters, and two fights.”</em></p><p></p><p>I see it in at my gametable. The combat-strategists love it, while the role-players and story-tellers feel things are not moving fast enough. I want to be able to combine both, not only serve 60% of the crowd (now refering to my own players). And yes, you can probably by putting a lot of effort into predicting and planning your players every move when writing the adventure serve them both - but what if there is some simple game mechanisms that we have overlooked that make this much simpler - just due to the fact that the 4th edition game had other design parameters in mind when doing the system, and 5th edition their own?</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7005398, member: 6694190"] It sounds great but I think DM David summarize it quite well when you convert 3.5 or 5th edition games to 4th edition, there is a time drawback that cannot be neglected. [I]"My fourth-edition time budget means that I have to cut locations, enemies, and material like a sailor jettisons weight as my ship takes water. I must condense each location to a couple of key encounters, and two fights.”[/I] I see it in at my gametable. The combat-strategists love it, while the role-players and story-tellers feel things are not moving fast enough. I want to be able to combine both, not only serve 60% of the crowd (now refering to my own players). And yes, you can probably by putting a lot of effort into predicting and planning your players every move when writing the adventure serve them both - but what if there is some simple game mechanisms that we have overlooked that make this much simpler - just due to the fact that the 4th edition game had other design parameters in mind when doing the system, and 5th edition their own? [/QUOTE]
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