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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7221387" data-attributes="member: 82106"><p>Sure, but I'm thinking of dramatic structure. The objection is there's nothing tactically interesting about a 3 round fight that uses stock tactics. Why not just ding everyone a few hit points and describe the inevitable result? I want to focus on conflict where there are stakes. I can run the 'noise' as an SC and still make it quick and simple if there's some low stakes something (do you lose a surge or not) and if its just 'color' (of COURSE there are guards at the door!) then don't bother to even make them trivial, just describe how the party rogue ganks one from the shadows and the wizard zaps the other with Magic Missile before they can react, GOSH your all bad-asses! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>What I aimed for with HoML was instead to make it possible to 'scale up'. In 4e the difficulty, IMHO, is that you HAVE to focus on some sort of very small group of opponents in a fight, and that the game insufficiently rewards things like surprise, so that in the end its all up to mostly the stronger group wins. HoML emphasizes positioning, morale, surprise, leadership, etc a bit more, and it lets you fight a bit wider range and large quantity of enemies if that makes sense in the situation. It is a bit less likely to 'bog down' too. Some of the things I have done resemble some of the things '4.5e' does, but with somewhat different goals. I think 4.5e might be best tuned to running something like old modules and dungeon crawls, but then that is exactly what [MENTION=6694190]Myrhdraak[/MENTION] is after! Honestly, I think his tweaks are pretty nicely focused on that, it is good work.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7221387, member: 82106"] Sure, but I'm thinking of dramatic structure. The objection is there's nothing tactically interesting about a 3 round fight that uses stock tactics. Why not just ding everyone a few hit points and describe the inevitable result? I want to focus on conflict where there are stakes. I can run the 'noise' as an SC and still make it quick and simple if there's some low stakes something (do you lose a surge or not) and if its just 'color' (of COURSE there are guards at the door!) then don't bother to even make them trivial, just describe how the party rogue ganks one from the shadows and the wizard zaps the other with Magic Missile before they can react, GOSH your all bad-asses! ;) What I aimed for with HoML was instead to make it possible to 'scale up'. In 4e the difficulty, IMHO, is that you HAVE to focus on some sort of very small group of opponents in a fight, and that the game insufficiently rewards things like surprise, so that in the end its all up to mostly the stronger group wins. HoML emphasizes positioning, morale, surprise, leadership, etc a bit more, and it lets you fight a bit wider range and large quantity of enemies if that makes sense in the situation. It is a bit less likely to 'bog down' too. Some of the things I have done resemble some of the things '4.5e' does, but with somewhat different goals. I think 4.5e might be best tuned to running something like old modules and dungeon crawls, but then that is exactly what [MENTION=6694190]Myrhdraak[/MENTION] is after! Honestly, I think his tweaks are pretty nicely focused on that, it is good work. [/QUOTE]
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