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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="MrMyth" data-source="post: 5189799" data-attributes="member: 61155"><p>I definitely understand where you are coming from, and can see how valuable more detailed guidelines would be. </p><p> </p><p>But, honestly, my advice? Just dive right in. Make those changes, and see how it plays out. As long as all the core stats are on par, there is decent leeway to hand out abilities. And the big offenders on powers are typically obvious - make stuns rare. Whereas dazes less so - don't have an at-will inflicting daze (save ends), but you can put it where appropriate. </p><p> </p><p>And I know that might sound like I'm providing the guidelines anyway, but I really found 4E forgiving of letting the DM just have at it without needing to fear they would break the system. The big guidelines involve action economy, and they give some advice on those in the sections on Elites and Solos. You don't want an ordinary monster to be able to take a ton of attacks on one PC - but an Elite? Giving them a double attack or minor actions or the like becomes more reasonable. </p><p> </p><p>Outside of that, I would just get your hands dirty with a couple - simply guessing what you feel is appropriate for the conditions and recharges. And once you've done that, go ahead and compare them to monsters of that level - see how close it looks. If you don't see any major discrepancies, that is a good sign for being able to make future attempts without as much double-checking. </p><p> </p><p>The freeform design may well not be for everyone, I admit. And I could be entirely wrong, and your PCs may pay the price and have to face some horrific aquatic dragon who breaths out swarms of acidic sharks - as a minor action! I can't say for sure. But I really would encourage just giving it a go - the system balance might not be quite as fragile as you fear.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5189799, member: 61155"] I definitely understand where you are coming from, and can see how valuable more detailed guidelines would be. But, honestly, my advice? Just dive right in. Make those changes, and see how it plays out. As long as all the core stats are on par, there is decent leeway to hand out abilities. And the big offenders on powers are typically obvious - make stuns rare. Whereas dazes less so - don't have an at-will inflicting daze (save ends), but you can put it where appropriate. And I know that might sound like I'm providing the guidelines anyway, but I really found 4E forgiving of letting the DM just have at it without needing to fear they would break the system. The big guidelines involve action economy, and they give some advice on those in the sections on Elites and Solos. You don't want an ordinary monster to be able to take a ton of attacks on one PC - but an Elite? Giving them a double attack or minor actions or the like becomes more reasonable. Outside of that, I would just get your hands dirty with a couple - simply guessing what you feel is appropriate for the conditions and recharges. And once you've done that, go ahead and compare them to monsters of that level - see how close it looks. If you don't see any major discrepancies, that is a good sign for being able to make future attempts without as much double-checking. The freeform design may well not be for everyone, I admit. And I could be entirely wrong, and your PCs may pay the price and have to face some horrific aquatic dragon who breaths out swarms of acidic sharks - as a minor action! I can't say for sure. But I really would encourage just giving it a go - the system balance might not be quite as fragile as you fear. [/QUOTE]
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