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converting 3e combats to 4e - are they serious?
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5748830" data-attributes="member: 98255"><p>I ran a game for a group of 3 earlier this year, and aside from the game running <em>really </em>fast, things went smoothly. I will say though that you really have to watch action economy, as others have said.</p><p></p><p>With only 3 PCs, if one spends a round unable to attack for whatever reason, that really hurts. If one goes down, that's pretty critical. This definitely increases "swingyness" again as others have pointed out.</p><p></p><p>The party I ran the game for included:</p><p>Human Paladin</p><p>Human Thief</p><p>Changeling Pyromancer</p><p></p><p>All were level 4. They had control, defence, and damage covered well, and half a leader with the paladin's lay on hands.</p><p></p><p>I nearly TPK'd them with a fight against an Otyugh and two Carrion Crawlers. It was a level-appropriate encounter, but because the CCs were very good at divide-and-conquer tactics, and lots of action denial with their proning and stunning, it was nearly a wipe. And I'd actually dumbed down the stun to be just more damage instead.</p><p></p><p>I would definitely do as suggested upthread, and if nobody plays a leader, provide some sort of healing to them, either the daily minor action heal that MortalPlague suggested, or a companion character, or letting everyone use their Second Wind as a move or even a minor action.</p><p></p><p>You might even houserule that everyone gets to use the Heal skill to trigger others' Second Wind as a minor like the L6 skill power Swift Recovery.</p><p></p><p>Anyway, just more food for thought. Good luck.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5748830, member: 98255"] I ran a game for a group of 3 earlier this year, and aside from the game running [I]really [/I]fast, things went smoothly. I will say though that you really have to watch action economy, as others have said. With only 3 PCs, if one spends a round unable to attack for whatever reason, that really hurts. If one goes down, that's pretty critical. This definitely increases "swingyness" again as others have pointed out. The party I ran the game for included: Human Paladin Human Thief Changeling Pyromancer All were level 4. They had control, defence, and damage covered well, and half a leader with the paladin's lay on hands. I nearly TPK'd them with a fight against an Otyugh and two Carrion Crawlers. It was a level-appropriate encounter, but because the CCs were very good at divide-and-conquer tactics, and lots of action denial with their proning and stunning, it was nearly a wipe. And I'd actually dumbed down the stun to be just more damage instead. I would definitely do as suggested upthread, and if nobody plays a leader, provide some sort of healing to them, either the daily minor action heal that MortalPlague suggested, or a companion character, or letting everyone use their Second Wind as a move or even a minor action. You might even houserule that everyone gets to use the Heal skill to trigger others' Second Wind as a minor like the L6 skill power Swift Recovery. Anyway, just more food for thought. Good luck. [/QUOTE]
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