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My 3 quibbles with 4e
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<blockquote data-quote="FireLance" data-source="post: 4715771" data-attributes="member: 3424"><p>Maybe it's because I've been playing in a smaller group (usually 3-4 players), but I haven't had a problem with keeping track of bonuses and other effects. I also have a set of metallic rings in various colors that I bought from a stationery shop (I believe they are commonly used to hold punched paper together) which I drape over minis to indicate marks and other conditions. If the fighter attacks a monster and marks him, I'd put a silver ring on the monster's mini, for example, and if the paladin challenges another creature, I'd put a gold ring on it. When a monster or PC gets bloodied, it gets a red ring, and so on.</p><p></p><p>Also, I don't have a problem with special powers not feeling special because everyone has different powers. Again, perhaps playing with a smaller group helps. The fighter is the only PC that can mark. The warlord is the only PC who can heal. The ranger is the only PC who can quarry a target, and so on.</p><p>I personally find that even without the fear of PC death, the players don't enjoy being defeated or forced to retreat. In my view, the dislike of defeat produces pretty much the same reactions from the players as the fear of PC death. In addition, I don't see the fear of PC death as a desirable end in itself, so I don't really feel the need to scare the players. Perhaps if you could elaborate a bit more on why you think combats <em>should</em> be scary for the players, I might be able to provide more suggestions.</p><p></p><p>In addition, I haven't noticed the grind problem in my games. Perhaps the smaller group is a factor, as that also means I tend to send a smaller number of monsters against the PCs. In addition, I tend to use more skirmishers, brutes and artillery monsters and fewer soldiers, controllers and lurkers. That may also be a contributing factor.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4715771, member: 3424"] Maybe it's because I've been playing in a smaller group (usually 3-4 players), but I haven't had a problem with keeping track of bonuses and other effects. I also have a set of metallic rings in various colors that I bought from a stationery shop (I believe they are commonly used to hold punched paper together) which I drape over minis to indicate marks and other conditions. If the fighter attacks a monster and marks him, I'd put a silver ring on the monster's mini, for example, and if the paladin challenges another creature, I'd put a gold ring on it. When a monster or PC gets bloodied, it gets a red ring, and so on. Also, I don't have a problem with special powers not feeling special because everyone has different powers. Again, perhaps playing with a smaller group helps. The fighter is the only PC that can mark. The warlord is the only PC who can heal. The ranger is the only PC who can quarry a target, and so on. I personally find that even without the fear of PC death, the players don't enjoy being defeated or forced to retreat. In my view, the dislike of defeat produces pretty much the same reactions from the players as the fear of PC death. In addition, I don't see the fear of PC death as a desirable end in itself, so I don't really feel the need to scare the players. Perhaps if you could elaborate a bit more on why you think combats [I]should[/I] be scary for the players, I might be able to provide more suggestions. In addition, I haven't noticed the grind problem in my games. Perhaps the smaller group is a factor, as that also means I tend to send a smaller number of monsters against the PCs. In addition, I tend to use more skirmishers, brutes and artillery monsters and fewer soldiers, controllers and lurkers. That may also be a contributing factor. [/QUOTE]
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My 3 quibbles with 4e
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