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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9303485" data-attributes="member: 7044704"><p>Narrativist play still has to interact with the game mechanics, and for better or worse 4e is based on long rests being spaced out over roughly a four-encounter work day. If your players are regularly taking half the day off, the narrative moving forward has to compensate for that. Players aren't the sole deciders of what happens, and there are NPCs out there pursuing their own goals. Whether its rivals growing proportionately stronger, patrons denying rewards for taking too long to accomplish a task, or the more basic "have a harder fight because you gave your foes time to prepare" approach, taking early long rests has to have a cost or your players are going to find themselves feeling unchallenged pretty quickly.</p><p></p><p>As I said, I'm not really a fan of the "directly trump their hidey-hole trick" approach myself (preferring to adjust the opposition's schemes and/or encounter difficulty instead) but having played with DMs who do so I can say it didn't produce the negative effects you're afraid of here. The key is being open about it. If you're going to homebrew ways to get at the players in their hidey-hole, make it known in advance that such things can happen, and that the PCs can access the same means against baddies who try holing up themselves. </p><p></p><p>And while it's always iffy to talk realism in 4e, things like the exodus knife are so potentially powerful that it's hard to believe that someone out there wouldn't try to find a counter. The players will almost certainly ask about doing so the first time they're shafted by a villain escaping pursuit by using one, and I don't blame them for doing so.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9303485, member: 7044704"] Narrativist play still has to interact with the game mechanics, and for better or worse 4e is based on long rests being spaced out over roughly a four-encounter work day. If your players are regularly taking half the day off, the narrative moving forward has to compensate for that. Players aren't the sole deciders of what happens, and there are NPCs out there pursuing their own goals. Whether its rivals growing proportionately stronger, patrons denying rewards for taking too long to accomplish a task, or the more basic "have a harder fight because you gave your foes time to prepare" approach, taking early long rests has to have a cost or your players are going to find themselves feeling unchallenged pretty quickly. As I said, I'm not really a fan of the "directly trump their hidey-hole trick" approach myself (preferring to adjust the opposition's schemes and/or encounter difficulty instead) but having played with DMs who do so I can say it didn't produce the negative effects you're afraid of here. The key is being open about it. If you're going to homebrew ways to get at the players in their hidey-hole, make it known in advance that such things can happen, and that the PCs can access the same means against baddies who try holing up themselves. And while it's always iffy to talk realism in 4e, things like the exodus knife are so potentially powerful that it's hard to believe that someone out there wouldn't try to find a counter. The players will almost certainly ask about doing so the first time they're shafted by a villain escaping pursuit by using one, and I don't blame them for doing so. [/QUOTE]
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