Mustrum_Ridcully
Legend
Yesterday, we played our first epic level 4E game. We noticed this already earlier, but having a player with less experience in 4E but long 3E experience highlighted this issue again:
There are a lot of conditions applied to PCs that greatly affect your combat options. While the PCs have still a good chance to overcome their opposition, it often feels the players are just not in control over their characters and can't really use their abilities in a "cool" way.
In one combat, we had enemies that:
- Created a zone that immobilized (save ends) anyone starting their turn in it. (How can you get out of that one?)
- Dominated PCs and then disappeared from the battlefield.
- Dazed the PCs.
The Barbarian for example often had the problem of being unable to engage anyone at all, since he was standing immobilized in the wrong place. At other times he was dazed (or even dominated) and couldn't use his immediate action powers. The barbarian was played by the aforementioned "guest" player, and he had a very similar experience in a 16th level encounter with a similar character in an online campaign. He also plays in a online game of 4th level players, and he had differences experiences there and clearly enjoyed that more.
I suspect that this character is particularly susceptible to these effects, since his defenses just weren't that great against these monsters.
But I also remember other encounters with different characters where there sometimes just felt to be too many conditions around. So it is just not an experience by a single player with a single character.
I think this is somewhat problematic. Again, in a way as a player you feel the loss of control. The enemies dictate a lot of your possible actions. This of course makes it more important to be able to improvise and adapt, which is a good thing, but still - sometimes it would be nice to get more chance to force the same on the NPCs and have more freedom to act.
My worry overall is not the tracking of conditions. Some people might have issues with that, too, but it's not really that important to me and this discussion.
It's more about choice of actions. I noticed at Paragon Levels and Epic Levels it often feels it is not about what you can deal out, but what you can take and survive. Maybe Epic Destinies with "once per day, if you die" emphasize this best, but there is just more than death there... And some fates might again feel worse than death to the players.
Is it possible that, for future monster design and future encounter design, one has to take care of not overdoing conditions against the PCs?
The conditions can probably be considered into the following 3 broad types:
- Heightening Damage Conditions:
Anything that causes the party to take more damage, ongoing damage, losing resistance, gaining vulnerabilities, granting combat advantage, granting other monsters attack or damage bonuses.
- Suggestive conditions:
Anything that changes the typical benefits of actions. Marked is a good example for that. You can attack whoever you like, but if you don't attack the guy marking you, you take a few penalties. So you have to take that into account to determine what's the best course of action. Zones that inflict damage or some conditions can also do this. Stay here you take damage. Or leave and you take another condition.
- Denying Conditions_
That's all what Dazed, Dominated or Immobilized do. You just cannot take the action you might want to take. These conditions are pretty much exclusively "bad" if they are applied too easily.
Example "Good" Conditions (suggestive or heightening damage conditions)
Heightened Damage
- Ongoing Damage
- PC Grants Combat Advantage
- Defense Penalties (other than combat advantage)
- Enemies gain attack/damage bonuses against PC (not necessarily a condition on a PC but instead a bonus granted to an enemy)
- Take Damage/suffer attack when attacking particular target (or not attacking a particular target)
- Apply Vulnerabilities
- Losing Resistances
Heightened Damage and Suggestive Conditions
- Damaging Auras and Zones
Suggestive Conditions
- Auras or Zone that apply penalties if inside, or leaving, or entering.
- Slowed
- Marked
- Attack Penalties against certain targets
"Bad" Conditions:
Denying Conditions
- Blinded
- Dazed
- Dominated (Though at least when my Invoker was dominated, this was kinda fun - I just used "Hand of Radiance" against the rest of the party.
)
- Grabbed
- Immobilized
- Restrained
- Stunned
I think the "bad" conditions are interesting if they work as penalties when the PCs don't act "correctly", e.g. as the Controller or Soldiers among enemies line demand. For example:
- Leave a zone and you are immobilized (save ends)
- Attack the wrong target, you get punished with blindness
- If you attack this round, you don't get a save against a minor condition (ongoing damage, defense penalty)
I think the denying conditions need to be harder to use for the monsters:
- They should be encounter powers or recharge powers. If encounter powers, they can safely affect a large number of targets. If recharge, be less generous.
- They should almost never be applied with an at-will power.
- They can be used as a "threat" for the suggestive conditions. But preferably they shouldn't automatically negate it, either. (If an attack roll is required, that might be enough to avoid the "automatic" nature).
---
So, how do others feel about this? Do you share the experiences? Do you have to offer some counter points? Do you think this is something WotC itself should look into in MM3, DMG 3 and future adventures?
There are a lot of conditions applied to PCs that greatly affect your combat options. While the PCs have still a good chance to overcome their opposition, it often feels the players are just not in control over their characters and can't really use their abilities in a "cool" way.
In one combat, we had enemies that:
- Created a zone that immobilized (save ends) anyone starting their turn in it. (How can you get out of that one?)
- Dominated PCs and then disappeared from the battlefield.
- Dazed the PCs.
The Barbarian for example often had the problem of being unable to engage anyone at all, since he was standing immobilized in the wrong place. At other times he was dazed (or even dominated) and couldn't use his immediate action powers. The barbarian was played by the aforementioned "guest" player, and he had a very similar experience in a 16th level encounter with a similar character in an online campaign. He also plays in a online game of 4th level players, and he had differences experiences there and clearly enjoyed that more.
I suspect that this character is particularly susceptible to these effects, since his defenses just weren't that great against these monsters.
But I also remember other encounters with different characters where there sometimes just felt to be too many conditions around. So it is just not an experience by a single player with a single character.
I think this is somewhat problematic. Again, in a way as a player you feel the loss of control. The enemies dictate a lot of your possible actions. This of course makes it more important to be able to improvise and adapt, which is a good thing, but still - sometimes it would be nice to get more chance to force the same on the NPCs and have more freedom to act.
My worry overall is not the tracking of conditions. Some people might have issues with that, too, but it's not really that important to me and this discussion.
It's more about choice of actions. I noticed at Paragon Levels and Epic Levels it often feels it is not about what you can deal out, but what you can take and survive. Maybe Epic Destinies with "once per day, if you die" emphasize this best, but there is just more than death there... And some fates might again feel worse than death to the players.

Is it possible that, for future monster design and future encounter design, one has to take care of not overdoing conditions against the PCs?
The conditions can probably be considered into the following 3 broad types:
- Heightening Damage Conditions:
Anything that causes the party to take more damage, ongoing damage, losing resistance, gaining vulnerabilities, granting combat advantage, granting other monsters attack or damage bonuses.
- Suggestive conditions:
Anything that changes the typical benefits of actions. Marked is a good example for that. You can attack whoever you like, but if you don't attack the guy marking you, you take a few penalties. So you have to take that into account to determine what's the best course of action. Zones that inflict damage or some conditions can also do this. Stay here you take damage. Or leave and you take another condition.
- Denying Conditions_
That's all what Dazed, Dominated or Immobilized do. You just cannot take the action you might want to take. These conditions are pretty much exclusively "bad" if they are applied too easily.
Example "Good" Conditions (suggestive or heightening damage conditions)
Heightened Damage
- Ongoing Damage
- PC Grants Combat Advantage
- Defense Penalties (other than combat advantage)
- Enemies gain attack/damage bonuses against PC (not necessarily a condition on a PC but instead a bonus granted to an enemy)
- Take Damage/suffer attack when attacking particular target (or not attacking a particular target)
- Apply Vulnerabilities
- Losing Resistances
Heightened Damage and Suggestive Conditions
- Damaging Auras and Zones
Suggestive Conditions
- Auras or Zone that apply penalties if inside, or leaving, or entering.
- Slowed
- Marked
- Attack Penalties against certain targets
"Bad" Conditions:
Denying Conditions
- Blinded
- Dazed
- Dominated (Though at least when my Invoker was dominated, this was kinda fun - I just used "Hand of Radiance" against the rest of the party.

- Grabbed
- Immobilized
- Restrained
- Stunned
I think the "bad" conditions are interesting if they work as penalties when the PCs don't act "correctly", e.g. as the Controller or Soldiers among enemies line demand. For example:
- Leave a zone and you are immobilized (save ends)
- Attack the wrong target, you get punished with blindness
- If you attack this round, you don't get a save against a minor condition (ongoing damage, defense penalty)
I think the denying conditions need to be harder to use for the monsters:
- They should be encounter powers or recharge powers. If encounter powers, they can safely affect a large number of targets. If recharge, be less generous.
- They should almost never be applied with an at-will power.
- They can be used as a "threat" for the suggestive conditions. But preferably they shouldn't automatically negate it, either. (If an attack roll is required, that might be enough to avoid the "automatic" nature).
---
So, how do others feel about this? Do you share the experiences? Do you have to offer some counter points? Do you think this is something WotC itself should look into in MM3, DMG 3 and future adventures?
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