Fifth Element
Legend
I'd say it has a lot to do with the system, given the abundance of save-or-suck effects in 3.X.To be honest, this seems an awful lot more a matter of GMing style than system.
I'd say it has a lot to do with the system, given the abundance of save-or-suck effects in 3.X.To be honest, this seems an awful lot more a matter of GMing style than system.
The problem that 4E set out to fix was not when everyone fails a save like this, but when some do and some don't.I don't necessarily think it's broken, so I don't see a need for 4e to 'fixi' it.
The problem that 4E set out to fix was not when everyone fails a save like this, but when some do and some don't.
Say only half the party fails the save. Those who fail run away; those who made it stay and fight. So the players whose characters have run away don't get to participate in the encounter, while the others do. That's the sort of thing that 4E was designed to largely avoid. They didn't want some players sitting around with nothing to do while the others save the day.
Has anyone else found this to be a problem (probably not often, but even once can completely screw up a campaign -- it's a route to TPK)? Does 4th edition "fix" this? If so, how?
If at least one member of the party fails the save, you all have to act as if you did too. Not much of a solution.I don't think that's a problem. The members that stay are free to retreat with their comrades.
Who said it's a cakewalk? Maybe the fact that half your party ran away means that a manageable encounter turns into a TPK. But if you run away every time someone fails the save, you'll never be able to take on the encounter, because all it takes is one bad roll from one party member.If the encounter was enough of a cakewalk that half the party could handle it easily, it's not (a) going to take that long, and (b) probably isn't going to be that interesting a fight.
2d4, average = 5 rounds, which I'm told is the average length on an encounter in 3E. So you will generally miss the encounter completely.And they're only panicked for 2d4 rounds, so it's not like you're going to have to sit around waiting for them while they run all the way back to town.