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<blockquote data-quote="GreyICE" data-source="post: 6013285" data-attributes="member: 6684526"><p>Really? Were you running through the WotC published adventures by any chance? Or were you dealing with a DM who made their own material? Because even those of us who like 4E hold the WotC published material in only the highest levels of contempt (it's seriously intolerably bad and contains fights ranging from EL -1 to EL +1, which gets more and more ridiculous as you gain levels). </p><p></p><p>If you're dealing with an actual challenge, 4E becomes very tactical and interesting. There are some real choices to be made with most any class. How much do you risk to get a flank in if it would be safer to stick next to the defender? How do you use the terrain and features of the map to split up the enemy and reduce incoming damage? If it's a proper encounter with high danger levels these are important, because the incoming damage is higher than the party's outgoing damage in a straight slugfest, so the party is going to get creamed. Proper control of the situation, target priorities, maneuvering, and other elements of gameplay become super important.</p><p></p><p> [MENTION=19265]Connorsrpg[/MENTION]: I hate the passive-aggressive habit of responding to people in Experience Point Comments. So, to answer your comment, no, those tactics are not equally effective in every edition of D&D. 3E, for instance, features very few ways to effectively reposition enemies, making terrain hazards and other features anti-PC effects which the PCs had no real way to positively utilize.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6013285, member: 6684526"] Really? Were you running through the WotC published adventures by any chance? Or were you dealing with a DM who made their own material? Because even those of us who like 4E hold the WotC published material in only the highest levels of contempt (it's seriously intolerably bad and contains fights ranging from EL -1 to EL +1, which gets more and more ridiculous as you gain levels). If you're dealing with an actual challenge, 4E becomes very tactical and interesting. There are some real choices to be made with most any class. How much do you risk to get a flank in if it would be safer to stick next to the defender? How do you use the terrain and features of the map to split up the enemy and reduce incoming damage? If it's a proper encounter with high danger levels these are important, because the incoming damage is higher than the party's outgoing damage in a straight slugfest, so the party is going to get creamed. Proper control of the situation, target priorities, maneuvering, and other elements of gameplay become super important. [MENTION=19265]Connorsrpg[/MENTION]: I hate the passive-aggressive habit of responding to people in Experience Point Comments. So, to answer your comment, no, those tactics are not equally effective in every edition of D&D. 3E, for instance, features very few ways to effectively reposition enemies, making terrain hazards and other features anti-PC effects which the PCs had no real way to positively utilize. [/QUOTE]
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