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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: 4661010" data-attributes="member: 57791"><p>Great fight. I'm slowly trying to teach my players to use rituals in interesting ways like that. It feels like only now, 8 months into 4e, is our group really starting to look at the rituals and the possibility of using things beyond Knock and Comprehend Languages. </p><p></p><p></p><p></p><p>Hmm - not sure if there is one, but why not start one? Here's a couple to get going with:</p><p></p><p>1) Cliffs - the old classic. Simple, and easy to understand - if you push/slide/bull-rush someone off, they're ****ed. Some variations you can throw in to spice them up - multi-level cliffs/ledges, so that being knocked off just moves the fight up or down, and various types of railings/parapets on the edge (provide a +2 situational bonus to the save vs falling off, but get destroyed the first time someone gets knocked into them). </p><p></p><p>2) Rivers, Lakes, and other bodies of water - again, quick and simple to understand, but they can get brilliant with creative use. For instance, in the paragon game I'm playing in, we recently ran into an army of elementals (the nasty minions I mentioned), led by two huge elemental lords. Feeling safe because we were on the other side of a swift and hazardous river, we opened up on elemental lords from range. At that point, one of the two lords submerged himself in the river and froze the entire river into a solid surface, allowing the other lord and the army to attack us. Thanks to Wall of Fire, we survived long enough to kill the elemental lord attacking us, at which point the first lord became enraged and rose out of the river (unfreezing it and drowning his army) to attack us. It provided a great changing environment and forced us to adapt our tactics repeatedly (including eventually retreating) as the battle shifted into different phases with the changes to the river. </p><p></p><p>3) Lava - another classic. One of my highest level characters ever (16-17 or so in Iron Heroes) died ignominously at the end of the campaign when the Goddess of the Underworld hit him with an attack that knocked him 100 feet out into a lake of lava. I'm a strong believer in the simplified Lava rules floating around the web, so I took it like a man. </p><p></p><p>That's all for now - got to get to lunch. More later.</p></blockquote><p></p>
[QUOTE="Vayden, post: 4661010, member: 57791"] Great fight. I'm slowly trying to teach my players to use rituals in interesting ways like that. It feels like only now, 8 months into 4e, is our group really starting to look at the rituals and the possibility of using things beyond Knock and Comprehend Languages. Hmm - not sure if there is one, but why not start one? Here's a couple to get going with: 1) Cliffs - the old classic. Simple, and easy to understand - if you push/slide/bull-rush someone off, they're ****ed. Some variations you can throw in to spice them up - multi-level cliffs/ledges, so that being knocked off just moves the fight up or down, and various types of railings/parapets on the edge (provide a +2 situational bonus to the save vs falling off, but get destroyed the first time someone gets knocked into them). 2) Rivers, Lakes, and other bodies of water - again, quick and simple to understand, but they can get brilliant with creative use. For instance, in the paragon game I'm playing in, we recently ran into an army of elementals (the nasty minions I mentioned), led by two huge elemental lords. Feeling safe because we were on the other side of a swift and hazardous river, we opened up on elemental lords from range. At that point, one of the two lords submerged himself in the river and froze the entire river into a solid surface, allowing the other lord and the army to attack us. Thanks to Wall of Fire, we survived long enough to kill the elemental lord attacking us, at which point the first lord became enraged and rose out of the river (unfreezing it and drowning his army) to attack us. It provided a great changing environment and forced us to adapt our tactics repeatedly (including eventually retreating) as the battle shifted into different phases with the changes to the river. 3) Lava - another classic. One of my highest level characters ever (16-17 or so in Iron Heroes) died ignominously at the end of the campaign when the Goddess of the Underworld hit him with an attack that knocked him 100 feet out into a lake of lava. I'm a strong believer in the simplified Lava rules floating around the web, so I took it like a man. That's all for now - got to get to lunch. More later. [/QUOTE]
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