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General Tabletop Discussion
*Dungeons & Dragons
Game mechanics to keep routine combats interesting?
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<blockquote data-quote="James Gasik" data-source="post: 9388666" data-attributes="member: 6877472"><p>Honestly when I played 4e, I never felt like enemies took too long to die, though having a well-balanced group was important- I played a lot of Living Forgotten Realms and D&D Encounters, so you never knew what you were going to get, and I saw a lot of terrible Strikers, lol.</p><p></p><p>The main issue I saw with 4e combat was really the reaction game, where you had to read the triggers with a fine toothed comb just to figure out their timing. You'd think it'd be easy, with opportunity actions, reactions, and interrupts, but there were a lot of badly templated reactions with things like "trigger: when you are targeted by an attack" which could prevent you from being attacked even though that's not really what reactions were meant to do.</p><p></p><p>High level play could start to feel like Magic: the Gathering when there got to be too many reacting abilities. </p><p></p><p>But there was another issue, and that came down to status effects. While thankfully none lasted very long, given that 4e didn't have many powers that could remove effects (usually they just gave you another saving throw), there were lots of times when you'd have your entire turn basically stolen from you and there wasn't much you could do about it. Which was simply unacceptable in a long combat where you might have to wait 20 minutes before you could act again. And after awhile, it felt like every monster had some rider tacked onto their attacks, so the reason to fear being hit had little to do with the damage after awhile, and more "oh God, what does this thing do to me?".</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9388666, member: 6877472"] Honestly when I played 4e, I never felt like enemies took too long to die, though having a well-balanced group was important- I played a lot of Living Forgotten Realms and D&D Encounters, so you never knew what you were going to get, and I saw a lot of terrible Strikers, lol. The main issue I saw with 4e combat was really the reaction game, where you had to read the triggers with a fine toothed comb just to figure out their timing. You'd think it'd be easy, with opportunity actions, reactions, and interrupts, but there were a lot of badly templated reactions with things like "trigger: when you are targeted by an attack" which could prevent you from being attacked even though that's not really what reactions were meant to do. High level play could start to feel like Magic: the Gathering when there got to be too many reacting abilities. But there was another issue, and that came down to status effects. While thankfully none lasted very long, given that 4e didn't have many powers that could remove effects (usually they just gave you another saving throw), there were lots of times when you'd have your entire turn basically stolen from you and there wasn't much you could do about it. Which was simply unacceptable in a long combat where you might have to wait 20 minutes before you could act again. And after awhile, it felt like every monster had some rider tacked onto their attacks, so the reason to fear being hit had little to do with the damage after awhile, and more "oh God, what does this thing do to me?". [/QUOTE]
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