Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Combat length and Adventure pacing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="lkjopajdowma" data-source="post: 5117854" data-attributes="member: 55568"><p>If I'm misinterpreting what you're saying here, I apologize, but it seems to me you're talking about something I've noticed as a player in 4e...I'm looking at my options in combat, looking at the surroundings, thinking of all these cool things I could try to do from a cinematic or heroic perspective that isn't using a power, then looking at my powers, and realizing that the powers are just a better option, mechanically and tactically, and risk-wise.</p><p></p><p>Now, this could be relieved by a really flexible DM, but if you don't have one of those, you've got two options in that situation: Try something cool and cinematic with a high chance of failure for little mechanical payoff (if the DM will even allow it), or take the safe route of using a power that maybe has at least a 50% chance of succeeding, and where failure really has no disadvantages other than the combat might take an extra round.</p><p></p><p>Right now my group is trying out Savage Worlds, and I really like a lot of what it does. I played 3.5 before 4e, and while I think 4e is a better game overall, especially the combat, SW is reminding me the one thing I missed about pre-4e combats--attempting cool stuff because the success was worth the risk of failure. In 4e the risk of failure isn't worth the reward for success when you can just fire off a power that would just do more damage to the enemy, have better/more effects, and where failure carries little risk.</p><p></p><p>The way 4e is set up with the power system seems to facilitate a more rigid combat system with less free-form choices. Not because you <em>can't</em> do something else, but because in the confines of the RAW, it's not a tactically sound decision to do so. It's a tactical game, and there's nothing wrong with that, but I'm not sure that's what I'm looking for exactly. After a stint with SW (which will hopefully go a bit longer, or trying a few other systems), I hope to go back to 4e with some ideas for shaking things up (I'm already thinking of giving APs more uses and being a bit more liberal with them, similar to SW's bennies).</p><p></p><p>...</p><p></p><p>As far as adventure pacing, I've been reading some of your threads recently, Merric, and I like the idea of gutting most of the non-plot-related combats from an adventure, and I think if I run 4e again it's something I'm going to do. Part of the reason my group made an abrupt switch to SW from 4e was the combat slog. We were halfway through Trollhaunt Warrens, and every session was just combat after combat, and we weren't even sure what the plot was anymore. It just wasn't working.</p></blockquote><p></p>
[QUOTE="lkjopajdowma, post: 5117854, member: 55568"] If I'm misinterpreting what you're saying here, I apologize, but it seems to me you're talking about something I've noticed as a player in 4e...I'm looking at my options in combat, looking at the surroundings, thinking of all these cool things I could try to do from a cinematic or heroic perspective that isn't using a power, then looking at my powers, and realizing that the powers are just a better option, mechanically and tactically, and risk-wise. Now, this could be relieved by a really flexible DM, but if you don't have one of those, you've got two options in that situation: Try something cool and cinematic with a high chance of failure for little mechanical payoff (if the DM will even allow it), or take the safe route of using a power that maybe has at least a 50% chance of succeeding, and where failure really has no disadvantages other than the combat might take an extra round. Right now my group is trying out Savage Worlds, and I really like a lot of what it does. I played 3.5 before 4e, and while I think 4e is a better game overall, especially the combat, SW is reminding me the one thing I missed about pre-4e combats--attempting cool stuff because the success was worth the risk of failure. In 4e the risk of failure isn't worth the reward for success when you can just fire off a power that would just do more damage to the enemy, have better/more effects, and where failure carries little risk. The way 4e is set up with the power system seems to facilitate a more rigid combat system with less free-form choices. Not because you [I]can't[/I] do something else, but because in the confines of the RAW, it's not a tactically sound decision to do so. It's a tactical game, and there's nothing wrong with that, but I'm not sure that's what I'm looking for exactly. After a stint with SW (which will hopefully go a bit longer, or trying a few other systems), I hope to go back to 4e with some ideas for shaking things up (I'm already thinking of giving APs more uses and being a bit more liberal with them, similar to SW's bennies). ... As far as adventure pacing, I've been reading some of your threads recently, Merric, and I like the idea of gutting most of the non-plot-related combats from an adventure, and I think if I run 4e again it's something I'm going to do. Part of the reason my group made an abrupt switch to SW from 4e was the combat slog. We were halfway through Trollhaunt Warrens, and every session was just combat after combat, and we weren't even sure what the plot was anymore. It just wasn't working. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Combat length and Adventure pacing
Top