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MM excerpt: phane
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<blockquote data-quote="AllisterH" data-source="post: 4171636" data-attributes="member: 51325"><p>For Solos, I think we've only seen one so far, namely the Black Dragon from DDXP and that gets not only 2 action points but also Immediate Reactions. I think Solos will play definitely different from normal monsters due to those two points. </p><p></p><p>Elites are more like sub-bosses I guess to use a videogame term. Not really intended to be epic battles but just stronger than average (the addition of the action point).</p><p></p><p>That said, there was a playtest by a WOTC designer where they mention that using too high a monster can lead to the exact problem you outlines (I think it was the Angel of Valor) but my impression is that the WOTC designers have designed monsters to have enough interesting actions every round for the length of a fight. For example, you mentioned the worry about battles dragging out but given that in 3E, most battles only lasted one round outside of the sweet spot, that should indicate those were abnormalities. I think they (WOTC) have an idea of what constitues a good battle length.</p><p></p><p>From playing the low level Raiders of Oakhurst adventure and from seeing the lowered damage of the high end monsters, I get the impression that battles in 4E are more about TACTICS than pre-battle STRATEGY. In 3E, the hour BEFORE a battle was really the determining factor especially at low and high levels where it all came down to rocket tag.</p><p></p><p>It seems like in 4E, they're focusing on the actual in-battle situation. For example, the use of recharge AND action points AND saving throws AND the lack of major pre-battle buffs means that the actual outcome of a battle will be determined IN battle as well. I don't think 4E will have that planning strategy that 3E had once you past te sweet spot (level 12 IMO).</p><p></p><p>Battles I think will be a multi round affair where everyone gets to do their stuff and feels like they actually made a contribution to the actual battle itself.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4171636, member: 51325"] For Solos, I think we've only seen one so far, namely the Black Dragon from DDXP and that gets not only 2 action points but also Immediate Reactions. I think Solos will play definitely different from normal monsters due to those two points. Elites are more like sub-bosses I guess to use a videogame term. Not really intended to be epic battles but just stronger than average (the addition of the action point). That said, there was a playtest by a WOTC designer where they mention that using too high a monster can lead to the exact problem you outlines (I think it was the Angel of Valor) but my impression is that the WOTC designers have designed monsters to have enough interesting actions every round for the length of a fight. For example, you mentioned the worry about battles dragging out but given that in 3E, most battles only lasted one round outside of the sweet spot, that should indicate those were abnormalities. I think they (WOTC) have an idea of what constitues a good battle length. From playing the low level Raiders of Oakhurst adventure and from seeing the lowered damage of the high end monsters, I get the impression that battles in 4E are more about TACTICS than pre-battle STRATEGY. In 3E, the hour BEFORE a battle was really the determining factor especially at low and high levels where it all came down to rocket tag. It seems like in 4E, they're focusing on the actual in-battle situation. For example, the use of recharge AND action points AND saving throws AND the lack of major pre-battle buffs means that the actual outcome of a battle will be determined IN battle as well. I don't think 4E will have that planning strategy that 3E had once you past te sweet spot (level 12 IMO). Battles I think will be a multi round affair where everyone gets to do their stuff and feels like they actually made a contribution to the actual battle itself. [/QUOTE]
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