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General Question: How off-track do you go?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5597318" data-attributes="member: 54877"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=463" target="_blank">S'mon</a></u> , oh sure, you don't have to go that extreme every time, and shouldn't. Not only is it too much, but it will lose its force, if every location is like that. I was using the extreme version to make the point that you need something, and that something needs to be interesting tactically.</p><p> </p><p>A blank pillar in the room is pretty boring. A pillar with some etching scrawled on it may add something to the background and interest the players that way, but still provides next to no tactical interest. A pillar with stone carvings big enough that they can impede movement for someone trying to get around it? Not all that fancy, but <strong>something</strong>. </p><p> </p><p>Ideally, I like for my things like that to have background/story interest and tactical interest. I guess I've seen too many "interesting locations" that were all background and no tactical, where the idea is to have the fight in a blank room with some background color, and then get into the interesting part after the fight is over.</p><p> </p><p>In 4E, you'd like for interesting part to matter during the fight and maybe not even all of that's tactical. Your character gets slammed into a pillar for a bit of extra damage, and as he is prying himself off to retaliate, he notices that one of the carvings is of an elder spirit that features in the story. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5597318, member: 54877"] @[U][URL="http://www.enworld.org/forum/member.php?u=463"]S'mon[/URL][/U] , oh sure, you don't have to go that extreme every time, and shouldn't. Not only is it too much, but it will lose its force, if every location is like that. I was using the extreme version to make the point that you need something, and that something needs to be interesting tactically. A blank pillar in the room is pretty boring. A pillar with some etching scrawled on it may add something to the background and interest the players that way, but still provides next to no tactical interest. A pillar with stone carvings big enough that they can impede movement for someone trying to get around it? Not all that fancy, but [B]something[/B]. Ideally, I like for my things like that to have background/story interest and tactical interest. I guess I've seen too many "interesting locations" that were all background and no tactical, where the idea is to have the fight in a blank room with some background color, and then get into the interesting part after the fight is over. In 4E, you'd like for interesting part to matter during the fight and maybe not even all of that's tactical. Your character gets slammed into a pillar for a bit of extra damage, and as he is prying himself off to retaliate, he notices that one of the carvings is of an elder spirit that features in the story. :p [/QUOTE]
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General Question: How off-track do you go?
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