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<blockquote data-quote="Argyle King" data-source="post: 8273208" data-attributes="member: 58416"><p>Nothing you mentioned there is a problem for me.</p><p></p><p>The issues I had were what I mentioned in my previous post. There are times when monsters struggled to do many of the same things which would be relatively easy for PCs. It's been literally years since I have played 4E, but an example I remember talking about on a forum was designing an encounter in which the PCs were on gondola lift fighting against a group of enemies on a different gondola lift. It was rather trivial for the PCs to target and destroy the opposing gondola; for the monsters to use the same tactic was difficult. </p><p></p><p>I was in no way bothered by the PCs using that tactic. In fact, I expected that such a thing would be attempted. What I did not expect was that the numbers generated by the PCs would interact with the numbers the game world was built upon in very different way from how the numbers generated by the monsters were able to interact with the numbers the game world was built upon. In a game which was built around cool combats with moving parts and action (and a game which honestly did a good job at that,) something which was designed to be cool literally fell apart because I did not expect such a drastic difference in what the PCs could do versus what the monsters could do in terms of how they interacted with the world around them. Different? Sure. But that different? No. That was during one of my first attempts at running 4E. It did not upset me nor did it turn me away from the game; I simply learned that how the game instructed me to build things was not the best way to build things for the ideas I had.</p><p></p><p>If we're talking specifically about skill checks and narrative resolution, I mentioned a few pages back how I ran skill challenges differently.</p><p></p><p>Additionally, I will say that -if playing with one of the groups I played (from the player side of) 4E with toward the end of 4E- there were a few players who may be inclined to use brute force against the dragon because they would be confident (and probably correct in surmising) that they could beat it into submission. I did not start with saying that because part of the "problem" there is one of play style. Even so, some of what may be perceived as "bad behavior" was partially enabled, taught by, and informed by what they learned they were able to do power-wise in relation to other things in the game. </p><p></p><p>I put things in "quotations" because I am not attempting to make a judgement concerning whether or not that style of play is good or bad. However, they were experiences that I watched from the player side of things and mentally noted to inform how I ran the game differently. They were also things which I noticed were bothersome to the DM running the game at the time. It became unfun for that the DM to run the game.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8273208, member: 58416"] Nothing you mentioned there is a problem for me. The issues I had were what I mentioned in my previous post. There are times when monsters struggled to do many of the same things which would be relatively easy for PCs. It's been literally years since I have played 4E, but an example I remember talking about on a forum was designing an encounter in which the PCs were on gondola lift fighting against a group of enemies on a different gondola lift. It was rather trivial for the PCs to target and destroy the opposing gondola; for the monsters to use the same tactic was difficult. I was in no way bothered by the PCs using that tactic. In fact, I expected that such a thing would be attempted. What I did not expect was that the numbers generated by the PCs would interact with the numbers the game world was built upon in very different way from how the numbers generated by the monsters were able to interact with the numbers the game world was built upon. In a game which was built around cool combats with moving parts and action (and a game which honestly did a good job at that,) something which was designed to be cool literally fell apart because I did not expect such a drastic difference in what the PCs could do versus what the monsters could do in terms of how they interacted with the world around them. Different? Sure. But that different? No. That was during one of my first attempts at running 4E. It did not upset me nor did it turn me away from the game; I simply learned that how the game instructed me to build things was not the best way to build things for the ideas I had. If we're talking specifically about skill checks and narrative resolution, I mentioned a few pages back how I ran skill challenges differently. Additionally, I will say that -if playing with one of the groups I played (from the player side of) 4E with toward the end of 4E- there were a few players who may be inclined to use brute force against the dragon because they would be confident (and probably correct in surmising) that they could beat it into submission. I did not start with saying that because part of the "problem" there is one of play style. Even so, some of what may be perceived as "bad behavior" was partially enabled, taught by, and informed by what they learned they were able to do power-wise in relation to other things in the game. I put things in "quotations" because I am not attempting to make a judgement concerning whether or not that style of play is good or bad. However, they were experiences that I watched from the player side of things and mentally noted to inform how I ran the game differently. They were also things which I noticed were bothersome to the DM running the game at the time. It became unfun for that the DM to run the game. [/QUOTE]
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