Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Good adventure that shows 4E's strengths?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MoutonRustique" data-source="post: 6647710" data-attributes="member: 22362"><p>For 1st level - <strong>Reavers of Harkenwold</strong>.</p><p></p><p>It is excellent.</p><p></p><p>For the long combat problems (which 4e does face), there are a few solutions on your end and a few on the players' :</p><p></p><p><em>1 - you can reduce the monster hp (1/3 off does the trick for me)</em></p><p><strong>Why :</strong> 4e tends to have ~3-4 hit foes. Removing one of those greatly shortens the number of rounds.</p><p></p><p><em>2 - you can have foes flee or surrender when a good portion of their resources go down</em></p><p><strong>Why :</strong> all of D&D adventures (IME) have very poor advice for retreat or surrender. Have foes behave in ways you can imagine such foes would act. Ex: a goblin party could very well run away after 2 rounds if one they've taken hits and no PCs are down. They don't need to wait until 4 fifths of their force is dead and the rest are bloodied...</p><p></p><p><em>2.5 - make sure that foes that surrender, <strong>surrender!</strong>.</em></p><p><strong>Why :</strong> players learn quickly (really, really quickly) to kill over having a chance to be betrayed later. You can have them attempt to run away (I'd suggest to frame it as an SC). Only <em>very, very rarely</em> and only when it is <em>essential to the story</em> that <em>this foe</em> betray his word should you feign surrender.</p><p></p><p><em>3 - have the players <em>know</em> their main powers.</em></p><p><strong>Why :</strong> The default presentation of the character builders don't really showcase this, but it's usually pretty simple - the "little card" presentation is not my favorite and, I believe, over-exaggerates the amount of significant information per power. Taking a turn in 4e doesn't really require more than ~30 seconds for a prepared player (if that!)</p><p></p><p><em>4 - have the players w/o built-in options for their minor action forget it exists</em> - do a full exorcism if required.</p><p><strong>Why :</strong> players that "look for something to do with their action" can slow things to a <em>crrraaawwwwllll</em>. Kill them - the others will learn the lesson <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>... that's it form me. Others have, and will have, better advice shortly.</p><p></p><p></p><p>Last advice :</p><p>Use the SC structure as an aid, not a straight-jacket. My preferred method is to have ~4 outcomes per situation presented (2 kinds of successes and 2 kinds of failures) and then I can more easily provide a satisfying narrative that applies to what my players did/attempted to do.</p><p></p><p>Last, last advice :</p><p>When you have a situation (often from a failed SC) that leads to combat with penalties imposed to the PCs, I've found it more fun to have the players loose hp instead of healing surges - starting the battle at bloodied really re-enforces the idea of hp as a global resource including fatigue and moral. But with 4e's healing mechanisms, it isn't overly punishing.</p><p></p><p>Last, last, last advice (this is getting ridiculous!) :</p><p>If you're going with <strong>Reavers of Harkenwold</strong>, you should build yourself ~2 or 3 "regular" Skill Chanlenges (that's what "SC" stands for, btw... maybe should have said that earlier in the thread... naw, you're smart, you'll figure it out!) such as :</p><p> - moving from A to B w/o being seen</p><p> - escaping from a patrol/situation</p><p> - convince someone to help</p><p></p><p>You'll get a lot of mileage out of those and they open up situations that will really help that adventure come alive as a mini-campaign.</p><p></p><p>Suggestions (not <em>advice</em> per se, so I'm not being ridiculous right now) :</p><p> - have the Church of X in Fallcrest have an available stockpile of weapons very useful against the devils (I used crates of holy water) to help the people defend themselves</p><p> - deal with the river halflings to ferry those weapons into occupied territory</p><p> - you can use the crypt to plant an old religious text of church X - to "buy" that water</p><p> - offer to players an option to learn some of the foes' spells (some are very, very cool)</p><p> - build around the adventure, it is excellent, but it is also rife with possibilities!</p><p></p><p>... ok, I'm done now. For real.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6647710, member: 22362"] For 1st level - [B]Reavers of Harkenwold[/B]. It is excellent. For the long combat problems (which 4e does face), there are a few solutions on your end and a few on the players' : [I]1 - you can reduce the monster hp (1/3 off does the trick for me)[/I] [B]Why :[/B] 4e tends to have ~3-4 hit foes. Removing one of those greatly shortens the number of rounds. [I]2 - you can have foes flee or surrender when a good portion of their resources go down[/I] [B]Why :[/B] all of D&D adventures (IME) have very poor advice for retreat or surrender. Have foes behave in ways you can imagine such foes would act. Ex: a goblin party could very well run away after 2 rounds if one they've taken hits and no PCs are down. They don't need to wait until 4 fifths of their force is dead and the rest are bloodied... [I]2.5 - make sure that foes that surrender, [B]surrender![/B].[/I] [B]Why :[/B] players learn quickly (really, really quickly) to kill over having a chance to be betrayed later. You can have them attempt to run away (I'd suggest to frame it as an SC). Only [I]very, very rarely[/i] and only when it is [I]essential to the story[/I] that [I]this foe[/I] betray his word should you feign surrender. [I]3 - have the players [I]know[/I] their main powers.[/I] [B]Why :[/B] The default presentation of the character builders don't really showcase this, but it's usually pretty simple - the "little card" presentation is not my favorite and, I believe, over-exaggerates the amount of significant information per power. Taking a turn in 4e doesn't really require more than ~30 seconds for a prepared player (if that!) [I]4 - have the players w/o built-in options for their minor action forget it exists[/I] - do a full exorcism if required. [B]Why :[/B] players that "look for something to do with their action" can slow things to a [I]crrraaawwwwllll[/I]. Kill them - the others will learn the lesson :devil: ... that's it form me. Others have, and will have, better advice shortly. Last advice : Use the SC structure as an aid, not a straight-jacket. My preferred method is to have ~4 outcomes per situation presented (2 kinds of successes and 2 kinds of failures) and then I can more easily provide a satisfying narrative that applies to what my players did/attempted to do. Last, last advice : When you have a situation (often from a failed SC) that leads to combat with penalties imposed to the PCs, I've found it more fun to have the players loose hp instead of healing surges - starting the battle at bloodied really re-enforces the idea of hp as a global resource including fatigue and moral. But with 4e's healing mechanisms, it isn't overly punishing. Last, last, last advice (this is getting ridiculous!) : If you're going with [B]Reavers of Harkenwold[/B], you should build yourself ~2 or 3 "regular" Skill Chanlenges (that's what "SC" stands for, btw... maybe should have said that earlier in the thread... naw, you're smart, you'll figure it out!) such as : - moving from A to B w/o being seen - escaping from a patrol/situation - convince someone to help You'll get a lot of mileage out of those and they open up situations that will really help that adventure come alive as a mini-campaign. Suggestions (not [I]advice[/I] per se, so I'm not being ridiculous right now) : - have the Church of X in Fallcrest have an available stockpile of weapons very useful against the devils (I used crates of holy water) to help the people defend themselves - deal with the river halflings to ferry those weapons into occupied territory - you can use the crypt to plant an old religious text of church X - to "buy" that water - offer to players an option to learn some of the foes' spells (some are very, very cool) - build around the adventure, it is excellent, but it is also rife with possibilities! ... ok, I'm done now. For real. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Good adventure that shows 4E's strengths?
Top