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Level Drain, Lasting Wounds, and Other Long-Term Conditions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5807110" data-attributes="member: 82106"><p>I'm not 100% sure I would just label this kind of thing a "DMing problem" as I think that the system should pretty much work OOTB in the way that it is designed to work if the DM follows directions (like the encounter guidelines and budgets). </p><p></p><p>Honestly though, I am comparing the 1st campaign I ran, which went from 2008 starting with PHB1 and not much else to 2010 and all we ever really used was stuff up through PHB2 and a few DDI/splat options at high level. The other campaign is the newest one, the players are using everything.</p><p></p><p>Monster math now is MUCH MUCH better. I find at lower levels the game is a lot more challenging, or at least more interestingly challenging, even when going by formula. Yeah, the PCs are a little bit stronger, but so are the monsters. It works. Bad breaks and bad decisions are a lot more consequential now than they were in stock encounters in the initial release of the game. We'll have to see what the ultimate result is up at high level, but epic didn't work for squat in 2009, so if it still doesn't there's no real change there, lol. I can already pretty well say from what other groups I've run did that paragon with the majority of splat stuff is fine, if a bit annoyingly fiddly.</p><p></p><p>I think 4e makes a good game for an evolving sort of feel. Give the players some gritty kind of elements like wounds or whatever at low levels, and then make them removable with things like Remove Affliction. Paragon will be a lot more of a big heroes feel at that point, since nobody is going to sit around with a broken leg if they can cure it easily. There are enough 'get out of jail' kind of things going on at paragon and epic to avoid that stuff anyway.</p><p></p><p>4e really really really works a LOT better when there are strong stories going on. It is just not a game that wants to focus on fiddly bits of using 10' poles. Make the players think about how to defend the town better instead of how to trip a pressure plate, it really works better that way. Consequently long term consequences are much better deployed as story elements.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5807110, member: 82106"] I'm not 100% sure I would just label this kind of thing a "DMing problem" as I think that the system should pretty much work OOTB in the way that it is designed to work if the DM follows directions (like the encounter guidelines and budgets). Honestly though, I am comparing the 1st campaign I ran, which went from 2008 starting with PHB1 and not much else to 2010 and all we ever really used was stuff up through PHB2 and a few DDI/splat options at high level. The other campaign is the newest one, the players are using everything. Monster math now is MUCH MUCH better. I find at lower levels the game is a lot more challenging, or at least more interestingly challenging, even when going by formula. Yeah, the PCs are a little bit stronger, but so are the monsters. It works. Bad breaks and bad decisions are a lot more consequential now than they were in stock encounters in the initial release of the game. We'll have to see what the ultimate result is up at high level, but epic didn't work for squat in 2009, so if it still doesn't there's no real change there, lol. I can already pretty well say from what other groups I've run did that paragon with the majority of splat stuff is fine, if a bit annoyingly fiddly. I think 4e makes a good game for an evolving sort of feel. Give the players some gritty kind of elements like wounds or whatever at low levels, and then make them removable with things like Remove Affliction. Paragon will be a lot more of a big heroes feel at that point, since nobody is going to sit around with a broken leg if they can cure it easily. There are enough 'get out of jail' kind of things going on at paragon and epic to avoid that stuff anyway. 4e really really really works a LOT better when there are strong stories going on. It is just not a game that wants to focus on fiddly bits of using 10' poles. Make the players think about how to defend the town better instead of how to trip a pressure plate, it really works better that way. Consequently long term consequences are much better deployed as story elements. [/QUOTE]
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