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Doorway fighting
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<blockquote data-quote="Aenghus" data-source="post: 5549761" data-attributes="member: 2656"><p>I got tired of doorway fights in 3rd ed, as others have said chokepoints were the only way for defenders to do their job effectively.</p><p></p><p>Changing this behavior means making it less effective as a tactic - anything else is treating the symptoms rather than finding a cure.</p><p></p><p>4e has already provided lots of tools to break out of the doorway, but they have to be used. </p><p></p><ul> <li data-xf-list-type="ul">large encounter areas</li> <li data-xf-list-type="ul">lots of monsters</li> <li data-xf-list-type="ul">monsters with ranged attacks</li> <li data-xf-list-type="ul">monsters with mobility powers</li> <li data-xf-list-type="ul">multiple entry points</li> <li data-xf-list-type="ul">PC powers that reward mobility</li> <li data-xf-list-type="ul">interactive terrain</li> <li data-xf-list-type="ul">interesting traps</li> </ul><p></p><p>4e modules can be uneven in how well they use these elements. Some of them fall back on old ways of doing things, where holding the chokepoints is the best tactic. </p><p></p><p>Previous edition modules often have very small rooms that really cut down on potential for movement. Playing 4e on older maps can feel very cramped and claustrophobic. </p><p></p><p>Another issue that can lead to the doorway trap is the hasty rogue problem. Classes with high initiative tend to be strikers, and I saw a cycle where players with high initiative felt they had to immediately charge into the room, where they were immediately surrounded and knocked unconscious. </p><p></p><p>The PC reaction to this happening a number of times can make them all reluctant to head into rooms. This can be exhasperated by unwillingness to manipulate the initiative track to coordinate PC actions.</p><p></p><p>My group learned that strikers are often better off using a missile attack the first round of an encounter rather than charging in, and defenders are the best class for the initial room assault.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5549761, member: 2656"] I got tired of doorway fights in 3rd ed, as others have said chokepoints were the only way for defenders to do their job effectively. Changing this behavior means making it less effective as a tactic - anything else is treating the symptoms rather than finding a cure. 4e has already provided lots of tools to break out of the doorway, but they have to be used. [LIST] [*]large encounter areas [*]lots of monsters [*]monsters with ranged attacks [*]monsters with mobility powers [*]multiple entry points [*]PC powers that reward mobility [*]interactive terrain [*]interesting traps [/LIST] 4e modules can be uneven in how well they use these elements. Some of them fall back on old ways of doing things, where holding the chokepoints is the best tactic. Previous edition modules often have very small rooms that really cut down on potential for movement. Playing 4e on older maps can feel very cramped and claustrophobic. Another issue that can lead to the doorway trap is the hasty rogue problem. Classes with high initiative tend to be strikers, and I saw a cycle where players with high initiative felt they had to immediately charge into the room, where they were immediately surrounded and knocked unconscious. The PC reaction to this happening a number of times can make them all reluctant to head into rooms. This can be exhasperated by unwillingness to manipulate the initiative track to coordinate PC actions. My group learned that strikers are often better off using a missile attack the first round of an encounter rather than charging in, and defenders are the best class for the initial room assault. [/QUOTE]
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