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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7006205" data-attributes="member: 82106"><p>There are still plenty of ways to make 3 quick but potentially draining encounters in 4e. Traps are one option. Lurkers are another possibility (IE trap monsters of various types basically, though I admit they are poorly represented in stock 4e bestiaries). Its also perfectly feasible to have a few higher level artillery minions, or explosive minions, or etc that can do some meaningful damage. Remember, just because the PCs rested doesn't mean they're made whole, they are down HS and possibly powers too (and this is a motive for being less transparent with the players, thus making them have to decide if they want to blow a daily or not without being certain what they're up against, something I find quite in keeping with gritty dungeon crawls). </p><p></p><p>I actually DID write several dungeon crawls for 4e over the years. Not super long extensive ones, but they DID work, and they could be reasonably quick. Some of the encounters were SCs, some were rigged up as above to be harmful but not drawn out, and sometimes I followed [MENTION=42582]pemerton[/MENTION]'s advice about using a wave encounter design. As he says, the key point was reasoning about desired pacing and then arranging the world such that this desire was achieved, though the players certainly had chances to thwart that in many cases.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7006205, member: 82106"] There are still plenty of ways to make 3 quick but potentially draining encounters in 4e. Traps are one option. Lurkers are another possibility (IE trap monsters of various types basically, though I admit they are poorly represented in stock 4e bestiaries). Its also perfectly feasible to have a few higher level artillery minions, or explosive minions, or etc that can do some meaningful damage. Remember, just because the PCs rested doesn't mean they're made whole, they are down HS and possibly powers too (and this is a motive for being less transparent with the players, thus making them have to decide if they want to blow a daily or not without being certain what they're up against, something I find quite in keeping with gritty dungeon crawls). I actually DID write several dungeon crawls for 4e over the years. Not super long extensive ones, but they DID work, and they could be reasonably quick. Some of the encounters were SCs, some were rigged up as above to be harmful but not drawn out, and sometimes I followed [MENTION=42582]pemerton[/MENTION]'s advice about using a wave encounter design. As he says, the key point was reasoning about desired pacing and then arranging the world such that this desire was achieved, though the players certainly had chances to thwart that in many cases. [/QUOTE]
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