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How to build encounters in 4e (aka Only you can prevent Grindspace!)
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<blockquote data-quote="Vayden" data-source="post: 4600813" data-attributes="member: 57791"><p>Hah! Consider your own idea strip-mined in return. I'm sure I'll be able to find a way to use this somewhere. 2 ideas you should consider:</p><p></p><p>1) Whenever you introduce a new element (like the landing knocking people prone, for instance), be sure to explain the mechanics to the players so that they can understand what's happening and adapt their tactics accordingly. It can be very frustrating as a player to feel that you don't know the rules. What I usually do in situations like this is wait until I'm ready to pull of the new move (landing the dracolich in this case), then do it, then pause to explain the mechanic to everyone. This way everyone can experience the fun of the surprise (you especially <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />), but after that it's a known factor and you're not keeping people in the dark. </p><p></p><p>2) How do you plan to incorporate the risk of PCs falling? In 4th edition, with featherfall etc quite rare until mid-high paragon, falling can be extremely deadly, or even if it isn't deadly, can take a PC out of the fight for a while. While it adds a great element of risk, you need to be prepared for what happens if a PC plummets down the elevator shaft and know ahead of time how you're going to react - it can be fine to play the fall straight up, but just know going in that you're upping the deadliness factor quite a bit if you do so.</p></blockquote><p></p>
[QUOTE="Vayden, post: 4600813, member: 57791"] Hah! Consider your own idea strip-mined in return. I'm sure I'll be able to find a way to use this somewhere. 2 ideas you should consider: 1) Whenever you introduce a new element (like the landing knocking people prone, for instance), be sure to explain the mechanics to the players so that they can understand what's happening and adapt their tactics accordingly. It can be very frustrating as a player to feel that you don't know the rules. What I usually do in situations like this is wait until I'm ready to pull of the new move (landing the dracolich in this case), then do it, then pause to explain the mechanic to everyone. This way everyone can experience the fun of the surprise (you especially :)), but after that it's a known factor and you're not keeping people in the dark. 2) How do you plan to incorporate the risk of PCs falling? In 4th edition, with featherfall etc quite rare until mid-high paragon, falling can be extremely deadly, or even if it isn't deadly, can take a PC out of the fight for a while. While it adds a great element of risk, you need to be prepared for what happens if a PC plummets down the elevator shaft and know ahead of time how you're going to react - it can be fine to play the fall straight up, but just know going in that you're upping the deadliness factor quite a bit if you do so. [/QUOTE]
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How to build encounters in 4e (aka Only you can prevent Grindspace!)
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