Nail
First Post
Let's not get this thread closed, CapnZapp. This thread is too helpful to let shrivel on the vine. Please retract snarkiness.I knew some fanboy would come along... Thanks for unthinkingly passing on the One True Word!![]()
Let's not get this thread closed, CapnZapp. This thread is too helpful to let shrivel on the vine. Please retract snarkiness.I knew some fanboy would come along... Thanks for unthinkingly passing on the One True Word!![]()
Well, there seem to be a few of you out there enjoying this, so I'm gonna keep going. Today, an expansion on Tip 1 (Know your party) - which monster types are best (and worst) for which classes? Let's go through the list!
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If you're lucky enough to have a party that tends towards the same likes/dislikes, this gets easier to work with - a Warlord/Fighter/Rogue combination means that you should generally steer away from using ranged attackers, while a Cleric and a Paladin in the same group begs for some undead to slaughter. However, even with a disparate group, you can still make this work for you.
Your first rule should be to always be giving at least one player a chance to shine - never make an encounter that hits everyone's weak spots, unless you're just being sadistic.
The second rule is to make sure that everyone gets a chance to shine at least once every 4 fights - if you have a wizard, make sure you mix minions in at least that often so that he gets a chance to shine.
The third note is the reminder that you have multiple monsters in each fight - if you have a paladin/rogue/wizard/warlord, maybe have a big melee solo for the rest of the party to fight, but ring the encounter with ranged-attacking minions that the wizard has to take care of in order to enable the rest of the party to survive.
As a player, I obviously want to be engaged in every fight and not sitting out because the enemies are 30 squares away and I have a Javelin, but I don't mind taking a back seat every couple encounters so that other people can get the high fives. Plus, playing to different strengths in different fights does two other things for you. 1) It ensures that resource usage gets spread around so that you don't have half a party with no surges and no dailies and half the party with barely a scratch and every daily intact, and 2) it means you're always playing to someone's strengths, which will make the combat quicker and a lot more fun.
BTW: The designers have said an encounter of the PC's level (EL = PC's lvl) is "standard" and "should challenge a typical group of characters but not overwhelm them."
Is this true in-play?
I'm a player right now in two games. From a player's perspective (without my DMs' plans), this doesn't seem to be true. Thoughts?
As I think I said somewhere else, I think this was the designers still being in a 3e mindset to a certain extent - I would be shocked if Mearls, Wyatt, Collins et al are still throwing level equivalent encounters at their home groups. The level-appropriate encounter is based off the old 3e model of using encounters to tempt players into wasting resources so that they can't nova as effectively against your big last encounter. In 4e, it's too easy for the players to make it through without using their dailies, so it's better to just plan your big final encounter as if they're all going to nova (since nova-ing isn't as broken as it was in 3e).
Let's run with the yellow part of this statement for a bit.If the players are uncoordinated, use poor tactics, or have a 14-15 in their primary attack stat, possibly. If your groups are at all coordinated and well-built, a standard level equivalent encounter will eat up one or two healing surges from each character, and will most likely fall into the boring predictability of grindspace.
Let's run with the yellow part of this statement for a bit.
Is it the case that by going with method 2 of ability score generation (point buy), we effectively raise the level of the PC, and thus find we need EL +1 (or higher) to be challenging?
The first method - perhaps the designer-assumed default method? - gives PCs with fairly unoptimized stats. Perhaps optimized stats adds +1 to the EL? Perhaps 4e was play-tested with only Method 1 (16, 14, 13, 12, 11, 10)?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.