Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
JamesonCourage Is Starting A 4e Game; Looking For Pointers
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="n00bdragon" data-source="post: 6176045" data-attributes="member: 6689371"><p>I feel I should emphasize this. 4e characters are not squishy and if you go in with the same encounter design mentality as you do in other editions your combats will be very short and mostly dull. One or two of those encounters are fine to get you into the swing of things but once you're ready to spill some blood I would aim to make every deadly and then adjust about 25-50% <em>more</em> difficult than that. On paper it <em>should </em>look like a TPK waiting to happen. In general here's some things that organized parties tend to kill very quickly when that's all you have:</p><p><strong>Loads and loads of minions:</strong> A blob of 16-20 minions is not a substitute for an encounter. Minions are dangerous but they shine the most when the party has something else (or preferably multiple other things) to go "oh crap" at. Minions also get less dangerous individually the more there is. 4 minions can substitute for a regular monster, but 8 can't substitute effectively for two, try 10 or 12.</p><p><strong>Just a solo:</strong> This has the added bonus of being terribly boring. Unless you have some terrain effects or super powers that keep things moving these will get boxed into a corner and murdered. They are designed as a challenge for 5 players, so with the difficulty advice that means add about 50% more. Perhaps a dozen minions or a few lieutenants.</p><p><strong>Lots of guys with melee attacks:</strong> There's nothing wrong with melee bad guys. Having all melee bad guys though severely restricts who the bad guys can threaten. Remember that defenders <em>want</em> bad guys to latch onto them. You <em>don't</em> want all your monsters latched onto them, so add something with ranged attacks to almost every encounter so the cleric can't rest easy and safe.</p><p><strong>Lots of the exact same monster:</strong> Monsters generally like to fight in a certain way and if the party can adjust to negate that one way of fighting you'll never get a KO. For example, if you have lots of guys who do well when they can be mobile a big mass effect immobilization power will make the encounter a wash. If only some guys care about being immobilized your enemy forces are a lot more resilient.</p><p></p><p>And don't be shy about pounding on players when they are down. If you're not KOing a player every other fight at LEAST you're not really putting enough pressure on them. Even the wizard has enough surges to fully heal himself 1.5 times per day on surges alone before adding con mod to the equation, and the effects of players falling over isn't as severe as in previous editions. Go for the throat and you'll make some really satisfying and exciting battles your players will tell stories about.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6176045, member: 6689371"] I feel I should emphasize this. 4e characters are not squishy and if you go in with the same encounter design mentality as you do in other editions your combats will be very short and mostly dull. One or two of those encounters are fine to get you into the swing of things but once you're ready to spill some blood I would aim to make every deadly and then adjust about 25-50% [I]more[/I] difficult than that. On paper it [I]should [/I]look like a TPK waiting to happen. In general here's some things that organized parties tend to kill very quickly when that's all you have: [B]Loads and loads of minions:[/B] A blob of 16-20 minions is not a substitute for an encounter. Minions are dangerous but they shine the most when the party has something else (or preferably multiple other things) to go "oh crap" at. Minions also get less dangerous individually the more there is. 4 minions can substitute for a regular monster, but 8 can't substitute effectively for two, try 10 or 12. [B]Just a solo:[/B] This has the added bonus of being terribly boring. Unless you have some terrain effects or super powers that keep things moving these will get boxed into a corner and murdered. They are designed as a challenge for 5 players, so with the difficulty advice that means add about 50% more. Perhaps a dozen minions or a few lieutenants. [B]Lots of guys with melee attacks:[/B] There's nothing wrong with melee bad guys. Having all melee bad guys though severely restricts who the bad guys can threaten. Remember that defenders [I]want[/I] bad guys to latch onto them. You [I]don't[/I] want all your monsters latched onto them, so add something with ranged attacks to almost every encounter so the cleric can't rest easy and safe. [B]Lots of the exact same monster:[/B] Monsters generally like to fight in a certain way and if the party can adjust to negate that one way of fighting you'll never get a KO. For example, if you have lots of guys who do well when they can be mobile a big mass effect immobilization power will make the encounter a wash. If only some guys care about being immobilized your enemy forces are a lot more resilient. And don't be shy about pounding on players when they are down. If you're not KOing a player every other fight at LEAST you're not really putting enough pressure on them. Even the wizard has enough surges to fully heal himself 1.5 times per day on surges alone before adding con mod to the equation, and the effects of players falling over isn't as severe as in previous editions. Go for the throat and you'll make some really satisfying and exciting battles your players will tell stories about. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
JamesonCourage Is Starting A 4e Game; Looking For Pointers
Top