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I think we're done with 4E
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4582630" data-attributes="member: 710"><p>Here's something I posted on Circvs Maximvs and some seemed to see it as potential useful for dealing with "decision-making" in D&D 4. </p><p></p><p>[sblock=Decision-Making in 4E Combat]</p><p>Decision-Making in combat. Maybe everything here is obvious. It's probably not complete.</p><p></p><p>1) Know your powers. You should have a general idea of what your powers do. Do they deal damage in an area? Do they daze, knock prone <apply other status effect>? Do they move an opponent?</p><p></p><p>2) Determine how the combat situation looks like. Look at your role to set your priorities.</p><p>- Are we in trouble or is everything fine?</p><p>- Are there any allies victim to a nasty effect or in a "suboptimal" situation? [Leader, Defender]</p><p>- Is their a group of enemies within a certain blast/burst radius? [Controller]</p><p>- Is their an ally in need of healing? [Leader]</p><p>- Do you flank someone or have otherwise combat advantage? [Strikers]</p><p>- Is an opponent unable to move but still mostly undamaged? [Defender and Controller]</p><p>- Any enemy hurting you unmolested [Defender, Controller]</p><p>- Are you in trouble?</p><p>- How can you help your allies inflicting out more hurt? [Leader, but also everyone]</p><p>- Anything running around that looks like an Elite or a Solos ?</p><p>- Any pits, chasmns or lava rivers around?</p><p></p><p>3) Make a decision based on the combat situation.</p><p>- If you're in trouble, a daily power should be considered. If not, usually only encounters and at-wills are an option.</p><p>- Anyone suffering a nasty condition or in a bad spot? Can you help him? Provide healing, a new save (or merely a save bonus), can you move him out of harms way or force opponents away or deal with you?</p><p>- Is their an ally in need of healing? As a Leader, heal him. As a defender, defend him! As a Striker, take out his attackers. As a Controller, force enemies away from him.</p><p>- Enemies lining up for a burst or blast? Let them suffer for it.</p><p>- Is an opponent unable to move? Get outside his range or reach and deal with him later.</p><p>- An unmolested enemy? Deal with him. Mark him, disable him, cut him off.</p><p>- If it's you who is in trouble, what can let you get out? Heal yourself (Second Wind, Potion)? Run away? Wait for help?</p><p>- How can you help your allies dealing more hurt? Help them get Combat Advantage. Move yourself or enemies into flanking position. Daze them.</p><p>- Any Elites or Solos around? Consider using one of your debilitating dailies on him. They work the best against these guys, particularly if they have ongoing effects or apply status effects.</p><p>- Pits, Chasmn or Lava river? Shove an enemy into it ASAP! It's fun!</p><p></p><p>Generally: Make your encounter attacks count. Use them on heavy hitters or on large groups. But use them at some point. A PC with an encounter power left after an encounter is embarrassing (either for you because you wasted a perfect way to inflict more harm, or for the DM because you beat him with your hands tied to your back!) </p><p></p><p><strong>Addendum </strong>(exclusive content! Not Found in the original Cirvs Maximvs post! Get it while it's still hot!): </p><p>Again something that should be obvious, but is important in the decision making process: </p><p>- Use Encounters and Dailies when you have a higher chance to hit then usual. If necessary, coordinate with an ally for this. A leader could grant you a bonus to your attacks, a Striker or Defender can provide you with flanking, a Controller might be able to move opponents into flanking position or daze/stun them. Or if available, spend an action point to gain a bonus to the attack (Humans get that nice feat for a +3 bonus to all attacks after spending an action point). This might be one of the most important points where good teamwork can speed up combat and avoid the frustration of missing with a cruicial power. </p><p>- Use your Action Points. There is little point in having more then one action point lying around. If you know this encounter finishes a milestone, spend an action point. An extra action can double (and more) your damage output for a round, and this might mean you don't need to spend a daily power this encounter, or that you'll need a healing surge less.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4582630, member: 710"] Here's something I posted on Circvs Maximvs and some seemed to see it as potential useful for dealing with "decision-making" in D&D 4. [sblock=Decision-Making in 4E Combat] Decision-Making in combat. Maybe everything here is obvious. It's probably not complete. 1) Know your powers. You should have a general idea of what your powers do. Do they deal damage in an area? Do they daze, knock prone <apply other status effect>? Do they move an opponent? 2) Determine how the combat situation looks like. Look at your role to set your priorities. - Are we in trouble or is everything fine? - Are there any allies victim to a nasty effect or in a "suboptimal" situation? [Leader, Defender] - Is their a group of enemies within a certain blast/burst radius? [Controller] - Is their an ally in need of healing? [Leader] - Do you flank someone or have otherwise combat advantage? [Strikers] - Is an opponent unable to move but still mostly undamaged? [Defender and Controller] - Any enemy hurting you unmolested [Defender, Controller] - Are you in trouble? - How can you help your allies inflicting out more hurt? [Leader, but also everyone] - Anything running around that looks like an Elite or a Solos ? - Any pits, chasmns or lava rivers around? 3) Make a decision based on the combat situation. - If you're in trouble, a daily power should be considered. If not, usually only encounters and at-wills are an option. - Anyone suffering a nasty condition or in a bad spot? Can you help him? Provide healing, a new save (or merely a save bonus), can you move him out of harms way or force opponents away or deal with you? - Is their an ally in need of healing? As a Leader, heal him. As a defender, defend him! As a Striker, take out his attackers. As a Controller, force enemies away from him. - Enemies lining up for a burst or blast? Let them suffer for it. - Is an opponent unable to move? Get outside his range or reach and deal with him later. - An unmolested enemy? Deal with him. Mark him, disable him, cut him off. - If it's you who is in trouble, what can let you get out? Heal yourself (Second Wind, Potion)? Run away? Wait for help? - How can you help your allies dealing more hurt? Help them get Combat Advantage. Move yourself or enemies into flanking position. Daze them. - Any Elites or Solos around? Consider using one of your debilitating dailies on him. They work the best against these guys, particularly if they have ongoing effects or apply status effects. - Pits, Chasmn or Lava river? Shove an enemy into it ASAP! It's fun! Generally: Make your encounter attacks count. Use them on heavy hitters or on large groups. But use them at some point. A PC with an encounter power left after an encounter is embarrassing (either for you because you wasted a perfect way to inflict more harm, or for the DM because you beat him with your hands tied to your back!) [B]Addendum [/B](exclusive content! Not Found in the original Cirvs Maximvs post! Get it while it's still hot!): Again something that should be obvious, but is important in the decision making process: - Use Encounters and Dailies when you have a higher chance to hit then usual. If necessary, coordinate with an ally for this. A leader could grant you a bonus to your attacks, a Striker or Defender can provide you with flanking, a Controller might be able to move opponents into flanking position or daze/stun them. Or if available, spend an action point to gain a bonus to the attack (Humans get that nice feat for a +3 bonus to all attacks after spending an action point). This might be one of the most important points where good teamwork can speed up combat and avoid the frustration of missing with a cruicial power. - Use your Action Points. There is little point in having more then one action point lying around. If you know this encounter finishes a milestone, spend an action point. An extra action can double (and more) your damage output for a round, and this might mean you don't need to spend a daily power this encounter, or that you'll need a healing surge less. [/sblock] [/QUOTE]
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