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<blockquote data-quote="Primitive Screwhead" data-source="post: 6008986" data-attributes="member: 20805"><p>Greetings all. I am in the middle of running a group through the upper levels of the Epic tier and, as many have noted, there is very little support for these levels. The current modules I am using follow the 3x assumption of multiple encounters in an adventuring day, with little attrition battles leading up to the main battle. 4e doesn't handle the 'little attrition' style battle well, which leads to way too much time spent on the battle grid.</p><p></p><p>I am working on house-ruling the modules into a format that works better for these levels and would like some input and help getting this closer to right.</p><p></p><p></p><p><strong><u><span style="font-size: 15px">Guidelines for Epic adventuring day in 4E:</span></u></strong></p><p></p><p>Each adventuring day generally consists of a three phase encounter</p><p>o Plan and research the target {skill challenge or brainstorm session. Fail/success impacts the next}</p><p>o Get to the target {usually skill challenge that burns resources, fail/success impacts next, or grid-less skirmishes using 'zone' combat rules}</p><p>o Fight the target</p><p></p><p>Make it matter. Use skill challenges or gloss over things meant to wear down the parties resources. 'Lethal Obsidian' is useful here in burning healing surges and daily resources with player involvement.</p><p></p><p>Make it Big. This is Epic level play and the PCs should be able to nova in the main encounter. Of course this means that the NPCs should get to nova as well.</p><p></p><p>Never Nerf without obvious, and massive in-game reason/plausibility.</p><p></p><p>Use lower level bad guys with increased damage output. This avoids the mismatch between attack bonus and defenses on both sides of the battle.</p><p></p><p>On the battle-map, make movement/choices matter using terrain, hazards, hindering terrain and blocking terrain.</p><p></p><p>Break the rules with monster design to amp the danger. Examples; modified version of 'sleep' that has the effect of 'target dies' on the second failed save, creatures that deal a 'failed death save' as part of a special attack.</p><p> However, avoid stun-lock and action denial.</p><p></p><p>Give the PCs a way to 'win' that doesn't involve reducing all combatants to zero hit points, or at least a short-cut to that result.</p><p></p><p></p><p>I wish I had the talent and time to write this up as a sequel to [MENTION=5889]Stalker0[/MENTION]'s 'Guide to the Anti-Grind'... but I don't so I hope this is a good start!</p><p></p><p>Thanks in advance for any help in refining this.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6008986, member: 20805"] Greetings all. I am in the middle of running a group through the upper levels of the Epic tier and, as many have noted, there is very little support for these levels. The current modules I am using follow the 3x assumption of multiple encounters in an adventuring day, with little attrition battles leading up to the main battle. 4e doesn't handle the 'little attrition' style battle well, which leads to way too much time spent on the battle grid. I am working on house-ruling the modules into a format that works better for these levels and would like some input and help getting this closer to right. [B][U][SIZE="4"]Guidelines for Epic adventuring day in 4E:[/SIZE][/U][/B] Each adventuring day generally consists of a three phase encounter o Plan and research the target {skill challenge or brainstorm session. Fail/success impacts the next} o Get to the target {usually skill challenge that burns resources, fail/success impacts next, or grid-less skirmishes using 'zone' combat rules} o Fight the target Make it matter. Use skill challenges or gloss over things meant to wear down the parties resources. 'Lethal Obsidian' is useful here in burning healing surges and daily resources with player involvement. Make it Big. This is Epic level play and the PCs should be able to nova in the main encounter. Of course this means that the NPCs should get to nova as well. Never Nerf without obvious, and massive in-game reason/plausibility. Use lower level bad guys with increased damage output. This avoids the mismatch between attack bonus and defenses on both sides of the battle. On the battle-map, make movement/choices matter using terrain, hazards, hindering terrain and blocking terrain. Break the rules with monster design to amp the danger. Examples; modified version of 'sleep' that has the effect of 'target dies' on the second failed save, creatures that deal a 'failed death save' as part of a special attack. However, avoid stun-lock and action denial. Give the PCs a way to 'win' that doesn't involve reducing all combatants to zero hit points, or at least a short-cut to that result. I wish I had the talent and time to write this up as a sequel to [MENTION=5889]Stalker0[/MENTION]'s 'Guide to the Anti-Grind'... but I don't so I hope this is a good start! Thanks in advance for any help in refining this. [/QUOTE]
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