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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Plane Sailing" data-source="post: 5185443" data-attributes="member: 114"><p>It's funny, but my experience is almost the opposite of yours. In the 3e statblock I glance down at the feats and powers of the Balor and I know immediately how they work. Part of it is having a good memory for details, and part of it is the conscious decision to standardise the way that effects worked in 3e, and I think it was a good thing. (nb, in 3.5e they even gave tactics blocks for the Balor and similar creatures to help DMs run them)</p><p></p><p>In the 4e statblock, I can't do that. Everything is a special case for everything. Nothing I know about something else can be transferred. I have to read whole statblocks every time to see how something is supposed to work rather than just -know- it.</p><p></p><p>Can you imagine how frustrating that was for me? </p><p></p><p>I can fully understand how 4e would be better for people who needed to look things up every time; it was worse for people like me though!</p><p></p><p></p><p></p><p></p><p>The other issue is, and I apologise for reiterating my earlier point, that in 4e the paragon and epic creatures have a severely limited palette of options to choose from. If you've seen one Pit Fiend, you've seen them all - there is pretty much only a few things he can do in a fight, ever. Sure, he could be given DM Fiat rituals for funky things out of the combat, but when the fight starts, he's only got a few approaches (and IIRC it might be quite easy for a fire resistant party to shut him down).</p><p></p><p>Ironic that in 3e creatures struggled to last more than 5 rounds and do 5 things, while in 4e they tend to last much longer and have less options so have to repeat tricks more often! It is almost as if the designers decided to stretch two axis (how long a fight lasts goes up, number of available options go down) when they really wanted to stretch one.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 5185443, member: 114"] It's funny, but my experience is almost the opposite of yours. In the 3e statblock I glance down at the feats and powers of the Balor and I know immediately how they work. Part of it is having a good memory for details, and part of it is the conscious decision to standardise the way that effects worked in 3e, and I think it was a good thing. (nb, in 3.5e they even gave tactics blocks for the Balor and similar creatures to help DMs run them) In the 4e statblock, I can't do that. Everything is a special case for everything. Nothing I know about something else can be transferred. I have to read whole statblocks every time to see how something is supposed to work rather than just -know- it. Can you imagine how frustrating that was for me? I can fully understand how 4e would be better for people who needed to look things up every time; it was worse for people like me though! The other issue is, and I apologise for reiterating my earlier point, that in 4e the paragon and epic creatures have a severely limited palette of options to choose from. If you've seen one Pit Fiend, you've seen them all - there is pretty much only a few things he can do in a fight, ever. Sure, he could be given DM Fiat rituals for funky things out of the combat, but when the fight starts, he's only got a few approaches (and IIRC it might be quite easy for a fire resistant party to shut him down). Ironic that in 3e creatures struggled to last more than 5 rounds and do 5 things, while in 4e they tend to last much longer and have less options so have to repeat tricks more often! It is almost as if the designers decided to stretch two axis (how long a fight lasts goes up, number of available options go down) when they really wanted to stretch one. Regards, [/QUOTE]
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