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General Tabletop Discussion
D&D Older Editions
Invading the castle:Small rooms, small fights, and 4e
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<blockquote data-quote="jodyjohnson" data-source="post: 6269475" data-attributes="member: 5590"><p>Additional notes:</p><p></p><p>SotSC is not really a series of Dungeon crawls in the traditional sense - I'd treat them more like commando raids. Once the party pokes the hornets' nest it won't really be an exploration mission.</p><p>Save the exploration for after the fighting stops.</p><p></p><p>The maps are all in 10' squares. That's actually bigger than the maps feel. Some of the rooms are large enough. I'd also pull a page from the earliest editions and sometimes use 3 1/3 foot squares to allow more physical tactical room.</p><p></p><p>Regarding Short Rests there are times when I get more strict about having them be laid back full rests (not something you can do quick while monsters pound on the door, or while the adrenaline is still pumping) and other times you need to just say the party can have a short rest or even a long rest as a gimme to get through the day.</p><p></p><p>I treat it more as pacing, because I really want to avoid the 'do 2 rooms, leave, do 1 room, leave, do 4 rooms, leave' pacing that we fell into for editions 1 through 3.5. Simply because we wanted fights to be challenging but at the same time it was really hard to gauge how many resources a party will use in a given encounter due to the dice.</p><p></p><p>At the same time, taking a short rest between every encounter enables play where the party focuses on dropping 2-3 encounter powers first round every fight and that can get just as monotonous as only having basic attacks.</p><p></p><p>We also used Mook rules because when we felt that creatures had too many hit points, we just gave them less. Minions felt like they had too few.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6269475, member: 5590"] Additional notes: SotSC is not really a series of Dungeon crawls in the traditional sense - I'd treat them more like commando raids. Once the party pokes the hornets' nest it won't really be an exploration mission. Save the exploration for after the fighting stops. The maps are all in 10' squares. That's actually bigger than the maps feel. Some of the rooms are large enough. I'd also pull a page from the earliest editions and sometimes use 3 1/3 foot squares to allow more physical tactical room. Regarding Short Rests there are times when I get more strict about having them be laid back full rests (not something you can do quick while monsters pound on the door, or while the adrenaline is still pumping) and other times you need to just say the party can have a short rest or even a long rest as a gimme to get through the day. I treat it more as pacing, because I really want to avoid the 'do 2 rooms, leave, do 1 room, leave, do 4 rooms, leave' pacing that we fell into for editions 1 through 3.5. Simply because we wanted fights to be challenging but at the same time it was really hard to gauge how many resources a party will use in a given encounter due to the dice. At the same time, taking a short rest between every encounter enables play where the party focuses on dropping 2-3 encounter powers first round every fight and that can get just as monotonous as only having basic attacks. We also used Mook rules because when we felt that creatures had too many hit points, we just gave them less. Minions felt like they had too few. [/QUOTE]
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