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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="FrogReaver" data-source="post: 9303294" data-attributes="member: 6795602"><p>A low number of players can make 4e really swingy - which would account for some encounters consistently being a major struggle. Sounds like you are fine there.</p><p></p><p>After that it’s really about efficiencies, players need to become more efficient at offense/defense/control and/or the dm needs to have enemies actively spread out their attacks instead of focus firing.</p><p></p><p>Some pointers here -</p><p>1. player focus fire increases effectiveness by eliminating an enemy faster meaning less team enemy attacks.</p><p></p><p>2. Hoarding daily powers and action points is not a good plan. I’ve seen a lot of players have a tendency toward this. Ideally their best use case is on round 1 or 2 after you’ve been buffed or a target debuffed. Many players only pull out the strong stuff when the encounter looks dire - which is very inefficient.</p><p></p><p>3. Defenders improve defensive efficiency a lot against most solos with a few minions. They also can increase efficiency if the dm disproportionately targets them as many instinctively do, as they tend toward higher ac and more healing surges. Their defensive effectiveness contributions outside that seem fairly minor for most builds - but their damage output isn’t usually that far off from most strikers (twin strike and frost cheese not withstanding)</p><p></p><p>4. Make sure players are staying up with the magic item treadmill. Being a couple of bonuses down can make a huge impact. Speaking of, 4e is designed toward players having significant input into what magic items they can acquire. If this isn’t being allowed, it may lead to a much more difficult game.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9303294, member: 6795602"] A low number of players can make 4e really swingy - which would account for some encounters consistently being a major struggle. Sounds like you are fine there. After that it’s really about efficiencies, players need to become more efficient at offense/defense/control and/or the dm needs to have enemies actively spread out their attacks instead of focus firing. Some pointers here - 1. player focus fire increases effectiveness by eliminating an enemy faster meaning less team enemy attacks. 2. Hoarding daily powers and action points is not a good plan. I’ve seen a lot of players have a tendency toward this. Ideally their best use case is on round 1 or 2 after you’ve been buffed or a target debuffed. Many players only pull out the strong stuff when the encounter looks dire - which is very inefficient. 3. Defenders improve defensive efficiency a lot against most solos with a few minions. They also can increase efficiency if the dm disproportionately targets them as many instinctively do, as they tend toward higher ac and more healing surges. Their defensive effectiveness contributions outside that seem fairly minor for most builds - but their damage output isn’t usually that far off from most strikers (twin strike and frost cheese not withstanding) 4. Make sure players are staying up with the magic item treadmill. Being a couple of bonuses down can make a huge impact. Speaking of, 4e is designed toward players having significant input into what magic items they can acquire. If this isn’t being allowed, it may lead to a much more difficult game. [/QUOTE]
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