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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="Manbearcat" data-source="post: 6180224" data-attributes="member: 6696971"><p>Its a good group but my minor concerns from upthread are amplified. This is an encounter budget of 4 now that has even more control potency, even more minion stomping potency, even more survivability, and even less single target DPR:encounter budget ratio. There is a very real possibility that minion heavy fights (even heavily above level) will not be particularly challenging for this group. There is also a very real possibility that target acquisition for your monsters/NPCs will be extremely difficult. There is a very real possibility that fights that require striker level damage will prove disproportionately difficult for this group. There is also a very real possibility that new players who aren't quick on the uptake of the finesse and nuance of controller play may struggle to maximize their potential and get in trouble with fights that they should otherwise dominate. You'll have to feel that out I suppose.</p><p></p><p>I would consider the following:</p><p></p><p>1 - NPC/Monster Leaders or Artillery that put vulnerability on enemies, either as a rider to an attack or as a passive aura. This is a good force multiplier.</p><p></p><p>2 - NPC/Monster Leaders who have an encounter power interrupt that can either save a minion from death or can give them a saving throw to remove a debilitating status effect.</p><p></p><p>3 - Hazards and Hindering terrain galore that provides of-level riders (5 damage straight up or 3 ongoing at Heroic) to attacks that both sides can take advantage of. That will up the overall DPR of both sides in your fights and make the battlefield more interactive with forced movement and careful positioning. I'd recommend this anyway but especially for that group makeup.</p><p></p><p>Have fun and let us know how it goes!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6180224, member: 6696971"] Its a good group but my minor concerns from upthread are amplified. This is an encounter budget of 4 now that has even more control potency, even more minion stomping potency, even more survivability, and even less single target DPR:encounter budget ratio. There is a very real possibility that minion heavy fights (even heavily above level) will not be particularly challenging for this group. There is also a very real possibility that target acquisition for your monsters/NPCs will be extremely difficult. There is a very real possibility that fights that require striker level damage will prove disproportionately difficult for this group. There is also a very real possibility that new players who aren't quick on the uptake of the finesse and nuance of controller play may struggle to maximize their potential and get in trouble with fights that they should otherwise dominate. You'll have to feel that out I suppose. I would consider the following: 1 - NPC/Monster Leaders or Artillery that put vulnerability on enemies, either as a rider to an attack or as a passive aura. This is a good force multiplier. 2 - NPC/Monster Leaders who have an encounter power interrupt that can either save a minion from death or can give them a saving throw to remove a debilitating status effect. 3 - Hazards and Hindering terrain galore that provides of-level riders (5 damage straight up or 3 ongoing at Heroic) to attacks that both sides can take advantage of. That will up the overall DPR of both sides in your fights and make the battlefield more interactive with forced movement and careful positioning. I'd recommend this anyway but especially for that group makeup. Have fun and let us know how it goes! [/QUOTE]
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