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How to build encounters in 4e (aka Only you can prevent Grindspace!)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4602584" data-attributes="member: 710"><p>I think that "smart play" can also do a lot to keep encounters interesting.</p><p></p><p>Generally, it seems the best idea to "focus fire" on one target. But this is not always the case. For example, if you have an encounter power that lets you <em>immobilize</em> an opponent, you need to choose your target carefully. For example, if there is no one in range of that enemy (melee reach or his ranged attacks), he is a good target to immobilize. Allies in melee with a immobilized target to make good if they move (or rather shift) away from it before its turn comes up. And so the guy with the immobilizing attack has to take his allies options (and its initiative) into account when deciding who to immobilize. If the Warlord and the Rogue are already flanking an opponent, immobilization is a waste. Your allies are in a good position already. </p><p>If you see some big melee brute is still a few squares away from your allies, he is a great target - he is basically neutralized for one round (it's basically almost as good as if you had dazed him!). If for some reason a Fighter is standing adjacent to an immobilized foe and is himself unable to move (immobilized, dazed), he might want to rely on his trusty <em>Tide of Iron</em> to push the enemy out of range before he can act, forcing him to waste a turn.</p><p>Immoblizing an Artillery monster is a good choice if your allies are already standing around it. But it's useless if it is still 15 squares away from them.</p><p></p><p>These examples just focused on powers that <em>immobilize</em>. (for example: Don't <em>weaken</em> someone that won't be able to attack) You can probably make similar tactical considerations for other conditions. And they all lead to you delaying your power use to the best opportunity and not just following a fixed script of powers. </p><p></p><p>I wonder if we should make a "How to beat encounters in 4e (aka Only you can prevent Grindspace and TPKs!" thread. Or should it be more "How to run a PC quick, clean and effective (aka Only you can prevent Grindspace)"?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4602584, member: 710"] I think that "smart play" can also do a lot to keep encounters interesting. Generally, it seems the best idea to "focus fire" on one target. But this is not always the case. For example, if you have an encounter power that lets you [I]immobilize[/I] an opponent, you need to choose your target carefully. For example, if there is no one in range of that enemy (melee reach or his ranged attacks), he is a good target to immobilize. Allies in melee with a immobilized target to make good if they move (or rather shift) away from it before its turn comes up. And so the guy with the immobilizing attack has to take his allies options (and its initiative) into account when deciding who to immobilize. If the Warlord and the Rogue are already flanking an opponent, immobilization is a waste. Your allies are in a good position already. If you see some big melee brute is still a few squares away from your allies, he is a great target - he is basically neutralized for one round (it's basically almost as good as if you had dazed him!). If for some reason a Fighter is standing adjacent to an immobilized foe and is himself unable to move (immobilized, dazed), he might want to rely on his trusty [I]Tide of Iron[/I] to push the enemy out of range before he can act, forcing him to waste a turn. Immoblizing an Artillery monster is a good choice if your allies are already standing around it. But it's useless if it is still 15 squares away from them. These examples just focused on powers that [I]immobilize[/I]. (for example: Don't [I]weaken[/I] someone that won't be able to attack) You can probably make similar tactical considerations for other conditions. And they all lead to you delaying your power use to the best opportunity and not just following a fixed script of powers. I wonder if we should make a "How to beat encounters in 4e (aka Only you can prevent Grindspace and TPKs!" thread. Or should it be more "How to run a PC quick, clean and effective (aka Only you can prevent Grindspace)"? [/QUOTE]
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