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General Tabletop Discussion
*TTRPGs General
My 3 quibbles with 4e
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<blockquote data-quote="mearls" data-source="post: 4715797" data-attributes="member: 697"><p>I can't help you with #1. That's pretty much part of the game as it is now.</p><p></p><p>However, for #2 an #3 I'd be curious to hear how you are building encounters. It sounds like things are a little too easy for the players. Here's what I'd suggest:</p><p></p><p>Skew your encounters toward higher level brutes and artillery.</p><p></p><p>Brutes do lots of damage and have low accuracy, but using higher level ones counters the accuracy issue.</p><p></p><p>Artillery has high accuracy and low damage, but the damage adds up with two or three of them. If they are higher level, they also pack a relatively heavier punch.</p><p></p><p>I'd recommend aiming to spend your XP budget on fewer but higher level critters of those two roles. So, if the party has 5 PCs, use 4 brutes and artillery, with higher levels to set the encounter's level to where you want it.</p><p></p><p>If you're using lots of brutes that are below the party's level, soldiers, and lurkers, encounters might drag out. The brutes miss all the time, but have lots of hit points so they take a while to grind down. Soldiers have high ACs, so they take a while to beat down, and lurkers have a naturally tendency to spin things out.</p><p></p><p>Also, if you are using lots of elites and solos I'd recommend dialing those back a bit.</p><p></p><p>If the changes I recommended work, then look to mix things up a bit.</p><p></p><p>IME, and after spending a fair amount of time following threads about the grind, I think the issue comes down to a mis-match between how the DM builds encounters and how the players handle them. I think there are certain combos of roles and DM tactics that are better matches for some groups than others.</p></blockquote><p></p>
[QUOTE="mearls, post: 4715797, member: 697"] I can't help you with #1. That's pretty much part of the game as it is now. However, for #2 an #3 I'd be curious to hear how you are building encounters. It sounds like things are a little too easy for the players. Here's what I'd suggest: Skew your encounters toward higher level brutes and artillery. Brutes do lots of damage and have low accuracy, but using higher level ones counters the accuracy issue. Artillery has high accuracy and low damage, but the damage adds up with two or three of them. If they are higher level, they also pack a relatively heavier punch. I'd recommend aiming to spend your XP budget on fewer but higher level critters of those two roles. So, if the party has 5 PCs, use 4 brutes and artillery, with higher levels to set the encounter's level to where you want it. If you're using lots of brutes that are below the party's level, soldiers, and lurkers, encounters might drag out. The brutes miss all the time, but have lots of hit points so they take a while to grind down. Soldiers have high ACs, so they take a while to beat down, and lurkers have a naturally tendency to spin things out. Also, if you are using lots of elites and solos I'd recommend dialing those back a bit. If the changes I recommended work, then look to mix things up a bit. IME, and after spending a fair amount of time following threads about the grind, I think the issue comes down to a mis-match between how the DM builds encounters and how the players handle them. I think there are certain combos of roles and DM tactics that are better matches for some groups than others. [/QUOTE]
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My 3 quibbles with 4e
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