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Epic Fight turns into Epic Farce
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<blockquote data-quote="Shabe" data-source="post: 4406180" data-attributes="member: 66108"><p>No you are right. 4e has effects that turn you to stone or kill you within 3 rounds of failed saving throws. </p><p>It also has a death count when you hit negative, saving throw every round if you fail 3 you are dead, if you get 10 - 19 you don't get worse, if you get 20 or higher you get to spend your second wind if available and go on to 1/4 your hp(if you don't have second wind you go to 0).</p><p>Also if you go to -50% of your hp you die.</p><p> </p><p></p><p> </p><p>And staves of healing which heal 100 odd hit points? Although I do agree its just dependent on your own view and what you are used to. If you didn't have access to wands and staves of healing/curing then 4e will seem like it has tons, if you did then it won't.</p><p> </p><p></p><p> </p><p>I DM Ginnel's game, we've had 4 seperate occasions where people have been dropped and we have played 8 Sessions and 11 fights (only 3 hour sessions, and the party take quite a while to reach decisions). </p><p>In the 3e game i ran I saw 9-10 deaths and probably a similar number of times the players reaching negative, thats over 10 levels and many many sessions. </p><p> </p><p> </p><p> </p><p> </p><p>4e seems to be written to allow parties to keep going, the party got through 8 fights in one day, some were weaker than others but still depleted the parties resources (healing surges or dailies). </p><p>Its presumed that the parties are equally prepared for each encounter and that they have a trick or two to pull out when things get difficult (dailies or items). </p><p>This enables every encounter to be taxing and the players have options if its going badly (alternatively they blast every single encounter and rest up). </p><p>3e was apparently balanced around 4 encounters that each took "20%" of the resources and mainly its only when it gets to the end encounters of a day that the party are taxed. You needed your daily resources.</p><p> </p><p> </p><p></p><p> </p><p>I guess its all a preference, if you look at rounds being boring then yeah it will drag, but in 4e in each of those rounds you can do something different (no matter what class, perhaps not so apparent at 1st level), as opposed to a fight in 3e which would see melee charge/move and attack then the following rounds full attack and step to flank and the spellcasters throwing out their numerous spells.</p><p> </p><p></p><p> </p><p>It is all quite probably a matter of preference indeed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shabe, post: 4406180, member: 66108"] No you are right. 4e has effects that turn you to stone or kill you within 3 rounds of failed saving throws. It also has a death count when you hit negative, saving throw every round if you fail 3 you are dead, if you get 10 - 19 you don't get worse, if you get 20 or higher you get to spend your second wind if available and go on to 1/4 your hp(if you don't have second wind you go to 0). Also if you go to -50% of your hp you die. And staves of healing which heal 100 odd hit points? Although I do agree its just dependent on your own view and what you are used to. If you didn't have access to wands and staves of healing/curing then 4e will seem like it has tons, if you did then it won't. I DM Ginnel's game, we've had 4 seperate occasions where people have been dropped and we have played 8 Sessions and 11 fights (only 3 hour sessions, and the party take quite a while to reach decisions). In the 3e game i ran I saw 9-10 deaths and probably a similar number of times the players reaching negative, thats over 10 levels and many many sessions. 4e seems to be written to allow parties to keep going, the party got through 8 fights in one day, some were weaker than others but still depleted the parties resources (healing surges or dailies). Its presumed that the parties are equally prepared for each encounter and that they have a trick or two to pull out when things get difficult (dailies or items). This enables every encounter to be taxing and the players have options if its going badly (alternatively they blast every single encounter and rest up). 3e was apparently balanced around 4 encounters that each took "20%" of the resources and mainly its only when it gets to the end encounters of a day that the party are taxed. You needed your daily resources. I guess its all a preference, if you look at rounds being boring then yeah it will drag, but in 4e in each of those rounds you can do something different (no matter what class, perhaps not so apparent at 1st level), as opposed to a fight in 3e which would see melee charge/move and attack then the following rounds full attack and step to flank and the spellcasters throwing out their numerous spells. It is all quite probably a matter of preference indeed :) [/QUOTE]
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