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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="D'karr" data-source="post: 6177959" data-attributes="member: 336"><p>You will have 3-5 players, so when you build encounters you will probably have a mix of 3-10 monsters on average. Your players and monsters will occupy 6-15 squares without moving at all. If the monsters are large quadruple their area. So you can see that when combat is joined, if you want to have room to maneuver you will need some space. 8x10 will feel small, 10x12 is okay, but 18x20 is better. You want to have room to move. The artillery/controllers can actually hang out back and not be easily overrun, you can have "defending" monsters up front that will harass the party. And you can make the combat more interesting by letting it spill out the edges to other areas. Like Balesir mentioned I find that combat areas are the best way to approach the "terrain" - a bar brawl that spills out to the streets, a guard room that suddenly gets reinforcements from a secret passage, a trap room that forces movement because the trap forces movement (proximity damage, etc). Another thing, think in three dimensions. Have balconies, rooftops, cliffsides, promontories, etc. A battle in a guard room is okay, it is better if the reinforcements are artillery on a balcony and not easily reached. You'll start getting the hang of it, and it will almost become second nature.</p><p></p><p></p><p></p><p>Sure, that's understandable. I've been using minis since the 70's with the TSR/Grenadier ones. So this stuff is almost second nature to our group. If you're starting, a simple drawing with tokens will more than suffice. We use these because we like them, not because they are necessary.</p><p></p><p></p><p></p><p>Yep, some very good advice already. Keep your questions coming and I'm sure you will get even more awesome advice from the community here.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6177959, member: 336"] You will have 3-5 players, so when you build encounters you will probably have a mix of 3-10 monsters on average. Your players and monsters will occupy 6-15 squares without moving at all. If the monsters are large quadruple their area. So you can see that when combat is joined, if you want to have room to maneuver you will need some space. 8x10 will feel small, 10x12 is okay, but 18x20 is better. You want to have room to move. The artillery/controllers can actually hang out back and not be easily overrun, you can have "defending" monsters up front that will harass the party. And you can make the combat more interesting by letting it spill out the edges to other areas. Like Balesir mentioned I find that combat areas are the best way to approach the "terrain" - a bar brawl that spills out to the streets, a guard room that suddenly gets reinforcements from a secret passage, a trap room that forces movement because the trap forces movement (proximity damage, etc). Another thing, think in three dimensions. Have balconies, rooftops, cliffsides, promontories, etc. A battle in a guard room is okay, it is better if the reinforcements are artillery on a balcony and not easily reached. You'll start getting the hang of it, and it will almost become second nature. Sure, that's understandable. I've been using minis since the 70's with the TSR/Grenadier ones. So this stuff is almost second nature to our group. If you're starting, a simple drawing with tokens will more than suffice. We use these because we like them, not because they are necessary. Yep, some very good advice already. Keep your questions coming and I'm sure you will get even more awesome advice from the community here. [/QUOTE]
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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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