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Eberron: My issue with the 4e setting
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<blockquote data-quote="Imban" data-source="post: 4883693" data-attributes="member: 29206"><p>Gotta agree with this, really. I DM a 3e game, but when I'm making villains, sometimes I give them abilities or shortcuts that are not, as such, available to the PCs. For instance, enemies who use buffs usually have them factored into their stats as "permanent" effects that they either cast before battle, or instantly cast as soon as the battle begins, rather than my writing their base stats, having them cast buffs before battle, and then modifying those stats when the NPC in question has a 90% chance of not living to see any other battles.</p><p></p><p>Some NPCs also have abilities the PCs can't get, such as having three times the maximum HP for no reason, or taking two sets of actions each round, or being able to roll every turn to shrug off status effects. This is because they're bosses, and I find it just makes the game more fun. (And, well, my games are somewhat based off of japanese RPGs anyway.)</p><p></p><p>On the other hand, I wouldn't give my NPCs the ability to Greater Teleport (as per the 3e spell) as a non-action that can be used during other players' turns in 4e, where long-distance teleportation is restricted, because I'd feel bad about it <strong>and</strong> my players would lynch me. Sure, the same japanese RPGs do this too, but there it causes players to go "Why can't WE do that?" after the villain just instantly teleports out of the battlefield after being reduced to 0 HP instead of "Oh hey, that was a fun boss fight." after they wore down the boss's 288 HP over 4-5 rounds instead of just smiting it low in one round.</p></blockquote><p></p>
[QUOTE="Imban, post: 4883693, member: 29206"] Gotta agree with this, really. I DM a 3e game, but when I'm making villains, sometimes I give them abilities or shortcuts that are not, as such, available to the PCs. For instance, enemies who use buffs usually have them factored into their stats as "permanent" effects that they either cast before battle, or instantly cast as soon as the battle begins, rather than my writing their base stats, having them cast buffs before battle, and then modifying those stats when the NPC in question has a 90% chance of not living to see any other battles. Some NPCs also have abilities the PCs can't get, such as having three times the maximum HP for no reason, or taking two sets of actions each round, or being able to roll every turn to shrug off status effects. This is because they're bosses, and I find it just makes the game more fun. (And, well, my games are somewhat based off of japanese RPGs anyway.) On the other hand, I wouldn't give my NPCs the ability to Greater Teleport (as per the 3e spell) as a non-action that can be used during other players' turns in 4e, where long-distance teleportation is restricted, because I'd feel bad about it [b]and[/b] my players would lynch me. Sure, the same japanese RPGs do this too, but there it causes players to go "Why can't WE do that?" after the villain just instantly teleports out of the battlefield after being reduced to 0 HP instead of "Oh hey, that was a fun boss fight." after they wore down the boss's 288 HP over 4-5 rounds instead of just smiting it low in one round. [/QUOTE]
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