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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Dave Noonan on his 4e Playtest
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<blockquote data-quote="Cactot" data-source="post: 4097429" data-attributes="member: 13700"><p>"tailored" in this case means somewhere between 50%-200% of the recommended xp value per encounter, i think i am pretty comfortable with that range. If you group with a bunch of tactical geniuses and/or optimizers then the range very well may increase to up to 250-300% of the recommended value. I personally am in LOVE with the fact that individual actions, party teamwork and tactical choices play such a huge role versus the 3/3,5e standard where party composition and optimization matter far more than individual tactics (in my experience). </p><p></p><p>Take in to consideration that CoDzilla and wizards/sorcerers (if built correctly) could often SOLO encounters that would severely trouble a rounded group otherwise. I would say that it is not that the party can no longer throw the kitchen sink and the baddies, its more that the "overpowered" classes had a heck of a lot bigger kitchen sink to throw than they do now (though that may change a bit with more info being released and further splat books). As much as i absolutely ADORED clerics, druids and wizards (especially druids) i think this is a change for the positive. Hopefully tactics > builds now. Though ideally there will be flexibility so that good tactics and bad builds are roughly equal to slightly worse tactics and better character design, while excellent tactics and character design surpass them both. This would be ideal because some people are great at finding synergy in character abilities, and some are great at tactical decisions, and this would let them both thoroughly enjoy 4e without being over/underwhelmed in combat. Also, if you end up with a group of players who are extremely good at both, all it takes to make the combats enjoyable and challenging is to add another 20-50% xp worth of critters to each encounter. VIOLA! best of both worlds!</p><p></p><p>P.S. YAY to no more "save or screwed" spells, as those were a BIG part of the problem. One roll of the die could change the encounter from a cakewalk to a TPK or vice versa.</p></blockquote><p></p>
[QUOTE="Cactot, post: 4097429, member: 13700"] "tailored" in this case means somewhere between 50%-200% of the recommended xp value per encounter, i think i am pretty comfortable with that range. If you group with a bunch of tactical geniuses and/or optimizers then the range very well may increase to up to 250-300% of the recommended value. I personally am in LOVE with the fact that individual actions, party teamwork and tactical choices play such a huge role versus the 3/3,5e standard where party composition and optimization matter far more than individual tactics (in my experience). Take in to consideration that CoDzilla and wizards/sorcerers (if built correctly) could often SOLO encounters that would severely trouble a rounded group otherwise. I would say that it is not that the party can no longer throw the kitchen sink and the baddies, its more that the "overpowered" classes had a heck of a lot bigger kitchen sink to throw than they do now (though that may change a bit with more info being released and further splat books). As much as i absolutely ADORED clerics, druids and wizards (especially druids) i think this is a change for the positive. Hopefully tactics > builds now. Though ideally there will be flexibility so that good tactics and bad builds are roughly equal to slightly worse tactics and better character design, while excellent tactics and character design surpass them both. This would be ideal because some people are great at finding synergy in character abilities, and some are great at tactical decisions, and this would let them both thoroughly enjoy 4e without being over/underwhelmed in combat. Also, if you end up with a group of players who are extremely good at both, all it takes to make the combats enjoyable and challenging is to add another 20-50% xp worth of critters to each encounter. VIOLA! best of both worlds! P.S. YAY to no more "save or screwed" spells, as those were a BIG part of the problem. One roll of the die could change the encounter from a cakewalk to a TPK or vice versa. [/QUOTE]
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Dave Noonan on his 4e Playtest
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