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My 3 quibbles with 4e
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<blockquote data-quote="Irda Ranger" data-source="post: 4716354" data-attributes="member: 1003"><p>Ask and ye shall receive! Well, ye shall receive 'feedback' anyway, not sure how constructive it will be ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><span style="color: Orange">1-a. All the Special Powers</span></p><p><span style="color: Orange">How do people keep track of all these modifiers? With chits or other such markers?</span></p><p></p><p>We've been able to keep track of this in our heads (mostly - you get used to it), but chits or cards are a great idea. If a player has a Warlord especially they could hand out a physical marker (like a playing card) to represent the +1. DMs could hand out cards for conditions too. I think there's a fine line as to whether this is helpful or "too much passing things around" though, which is why my group just makes the effort to remember this sort of thing.</p><p></p><p>I also like to use scrap paper to track HP, AP, Surges, etc. Simply writing down "slowed" next to my HP total (and then crossing it off once the condition is alleviated) is an easy fix.</p><p></p><p></p><p><span style="color: Orange">1-b. Also--and this is more rhetorical--if everybody has special powers, then they really aren't so special. So why have them?</span></p><p></p><p>But they're all different. Each PC is good at something. Also, the melee classes are still cool past 8th level <em>even without their equipment</em>! (that was a slightly sarcastic tone of voice, but I genuinely am happy that spellcasters don't have a monopoly on all the cool toys anymore)</p><p></p><p></p><p><span style="color: Orange">1-c. What ever happened to "I attack and do X amount of damage?" </span></p><p>That still exists. It's called "Basic Attack."</p><p></p><p></p><p><span style="color: Orange">2. Combats aren't scary for the players</span></p><p><span style="color: Orange">What can be done?</span></p><p></p><p>You have faced Irontooth, haven't you?</p><p></p><p>Honestly I haven't had this problem. Just in my last session the LT Shifter Str-Cleric with 20 Str (sounds badass, right?) got themselves in a bad tactical position (flanked on four sides) when a whole slew of Goblin Minions shifted 2 squares each and each hit. Went from full HP to 3 HP in one round and was still surrounded. That's scary enough for the player (and fun for me!), and those were just Minions!</p><p></p><p>Maybe you're just not going for the jugular like you should be.</p><p></p><p></p><p><span style="color: Orange">3. Combat Grind</span></p><p></p><p>Well, as discussed in the other threads you can make combat "interesting" in many ways. Not every fight is like that though, so I've changed the varieties monsters come in. Instead of Minion, Normal, Elite and Solo I have Weak, Normal, Tough, Elite and Solo.</p><p></p><p>Minions are gone (replaced with 'Weak'). Elite and Solo are the same as before.</p><p></p><p>Weak is just like the MM listed Normal entry but with 1/4 the HP total; my Normal has 1/2 HP of the MM listed Normal, and my 'Tough' is equivalent to the MM listed Normal. Most fights are with the "new Normal" monsters, which reduces grind considerably. It's also easier to add a couple more monsters to the ranks without endangering the PCs too much, but the extra few monsters on the board open up a lot of tactical options that keep things interesting.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4716354, member: 1003"] Ask and ye shall receive! Well, ye shall receive 'feedback' anyway, not sure how constructive it will be ... ;) [COLOR="Orange"]1-a. All the Special Powers How do people keep track of all these modifiers? With chits or other such markers?[/COLOR] We've been able to keep track of this in our heads (mostly - you get used to it), but chits or cards are a great idea. If a player has a Warlord especially they could hand out a physical marker (like a playing card) to represent the +1. DMs could hand out cards for conditions too. I think there's a fine line as to whether this is helpful or "too much passing things around" though, which is why my group just makes the effort to remember this sort of thing. I also like to use scrap paper to track HP, AP, Surges, etc. Simply writing down "slowed" next to my HP total (and then crossing it off once the condition is alleviated) is an easy fix. [COLOR="Orange"]1-b. Also--and this is more rhetorical--if everybody has special powers, then they really aren't so special. So why have them?[/COLOR] But they're all different. Each PC is good at something. Also, the melee classes are still cool past 8th level [I]even without their equipment[/I]! (that was a slightly sarcastic tone of voice, but I genuinely am happy that spellcasters don't have a monopoly on all the cool toys anymore) [COLOR="Orange"]1-c. What ever happened to "I attack and do X amount of damage?" [/COLOR] That still exists. It's called "Basic Attack." [COLOR="Orange"]2. Combats aren't scary for the players What can be done?[/COLOR] You have faced Irontooth, haven't you? Honestly I haven't had this problem. Just in my last session the LT Shifter Str-Cleric with 20 Str (sounds badass, right?) got themselves in a bad tactical position (flanked on four sides) when a whole slew of Goblin Minions shifted 2 squares each and each hit. Went from full HP to 3 HP in one round and was still surrounded. That's scary enough for the player (and fun for me!), and those were just Minions! Maybe you're just not going for the jugular like you should be. [COLOR="Orange"]3. Combat Grind[/COLOR] Well, as discussed in the other threads you can make combat "interesting" in many ways. Not every fight is like that though, so I've changed the varieties monsters come in. Instead of Minion, Normal, Elite and Solo I have Weak, Normal, Tough, Elite and Solo. Minions are gone (replaced with 'Weak'). Elite and Solo are the same as before. Weak is just like the MM listed Normal entry but with 1/4 the HP total; my Normal has 1/2 HP of the MM listed Normal, and my 'Tough' is equivalent to the MM listed Normal. Most fights are with the "new Normal" monsters, which reduces grind considerably. It's also easier to add a couple more monsters to the ranks without endangering the PCs too much, but the extra few monsters on the board open up a lot of tactical options that keep things interesting. [/QUOTE]
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