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My 3 quibbles with 4e
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<blockquote data-quote="Ktulu" data-source="post: 4717047" data-attributes="member: 13465"><p>It may have been mentioned above, but I'll chime in on what we do for these 3 issues:</p><p></p><p>1.) I got every player to chip in and get every color of <a href="http://www.aleatools.com" target="_blank">Alea Tools - Home of Stackable Magnetic Markers</a> markers. We color-coded as many effects as possible (white is weakened, light blue cold damage, black blind, red bloodied, etc..). This really, really helps track conditions. Since they're magnetic, they dont' get knocked around. They even upgraded the magnets so the sticky issue is all but gone.</p><p></p><p>As for everyone having awesome powers... I like it. It really shows when the heroes fight some guards. The heroes are heroic now, and everyone has an air of fantastic about them.</p><p></p><p>2.) A standard fight with standard monsters is just about cake, which should be so. In other editions, standard fights meant using up 25% resources or similar ideas. The big-bad fights are the ones that should be dangerous. Remember, a standard creature can be up to around 5 levels higher than the group and still have some minions/lower level guys to make the fight deadly. </p><p></p><p>Watch healing. If the party only fights 1 fight per day, they'll almost always win. Push them. Give them reason to push (greater glory, princess is hurt, time running out, competing with other adventurers...) and you'll see that the fights get deadlier and deadlier. By the 3-4th combat in a day, the characters will likely be out of surges, low or out of daily powers, used up magic items, and at least 1/2 the party is bloodied out of combat. That's when it gets deadly...</p><p></p><p>Don't forget, terrain can be a real pain, too. Height, difficult terrain, aura effects. All of this can really change a fight.</p><p></p><p>3.) Grind. Yes, it can and does hamper some combats. However, I've found some great ways around it. One, not everything fights to the death. If a creature is getting beat and all its allies are gone, why wouldn't it try to escape? The party still wins, and they have the added bonus of now having a future enemy to deal with/hunt down. Also, creatures can choose to surrender. Not everything wants to continue being beaten to a pulp. Some things may try to bribe themselves out of a situation or agree to be turned in. I mean, if you're only going to jail for stealing/mugging, that's obviously more preferred to dying (for some...)</p><p></p><p>Don't use solos and elites very often. They should be the exception, and used very sparingly...at least until the party has more than one daily power. Even then, they exist to be the liutenants and Commanders, not the henchmen.</p><p></p><p>Minions, minions, minions - Even an encounter made up of nearly all minions can be fun. 15 minions and a controller 2-3 levels higher than the party can be a lot of fun. The party will have a hard time clearing out the minions fast enough (if they don't have a controller of their own), and won't be able to get to the controller right away (allowing him to do his controller-y stuff). What's really cool is, when not over done, it provides a challenging yet, ultimately quick combat encounter.</p><p></p><p></p><p>That's my 3cp worth (One for each quibble)</p></blockquote><p></p>
[QUOTE="Ktulu, post: 4717047, member: 13465"] It may have been mentioned above, but I'll chime in on what we do for these 3 issues: 1.) I got every player to chip in and get every color of [url=http://www.aleatools.com]Alea Tools - Home of Stackable Magnetic Markers[/url] markers. We color-coded as many effects as possible (white is weakened, light blue cold damage, black blind, red bloodied, etc..). This really, really helps track conditions. Since they're magnetic, they dont' get knocked around. They even upgraded the magnets so the sticky issue is all but gone. As for everyone having awesome powers... I like it. It really shows when the heroes fight some guards. The heroes are heroic now, and everyone has an air of fantastic about them. 2.) A standard fight with standard monsters is just about cake, which should be so. In other editions, standard fights meant using up 25% resources or similar ideas. The big-bad fights are the ones that should be dangerous. Remember, a standard creature can be up to around 5 levels higher than the group and still have some minions/lower level guys to make the fight deadly. Watch healing. If the party only fights 1 fight per day, they'll almost always win. Push them. Give them reason to push (greater glory, princess is hurt, time running out, competing with other adventurers...) and you'll see that the fights get deadlier and deadlier. By the 3-4th combat in a day, the characters will likely be out of surges, low or out of daily powers, used up magic items, and at least 1/2 the party is bloodied out of combat. That's when it gets deadly... Don't forget, terrain can be a real pain, too. Height, difficult terrain, aura effects. All of this can really change a fight. 3.) Grind. Yes, it can and does hamper some combats. However, I've found some great ways around it. One, not everything fights to the death. If a creature is getting beat and all its allies are gone, why wouldn't it try to escape? The party still wins, and they have the added bonus of now having a future enemy to deal with/hunt down. Also, creatures can choose to surrender. Not everything wants to continue being beaten to a pulp. Some things may try to bribe themselves out of a situation or agree to be turned in. I mean, if you're only going to jail for stealing/mugging, that's obviously more preferred to dying (for some...) Don't use solos and elites very often. They should be the exception, and used very sparingly...at least until the party has more than one daily power. Even then, they exist to be the liutenants and Commanders, not the henchmen. Minions, minions, minions - Even an encounter made up of nearly all minions can be fun. 15 minions and a controller 2-3 levels higher than the party can be a lot of fun. The party will have a hard time clearing out the minions fast enough (if they don't have a controller of their own), and won't be able to get to the controller right away (allowing him to do his controller-y stuff). What's really cool is, when not over done, it provides a challenging yet, ultimately quick combat encounter. That's my 3cp worth (One for each quibble) [/QUOTE]
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