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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
New 4e DM in need of help!
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<blockquote data-quote="dervish" data-source="post: 4494063" data-attributes="member: 53857"><p>Combat in 4th edition isn't supposed to pose any real risk to the PCs. At least not most of the time. Its purpose is simply to simulate risk so that the players can feel high and mighty when they defeat the oh-so-dangerous encounter.</p><p></p><p>While the numerical risk of the PCs failing in a battle is very low (I'd say as low as 2-3% of a PC dying), the complexity of combat and the nature of healing in the game make battles seem far more dangerous than they actually are. Even if you reduce the hit points of each monster by 25%, which is something I almost always do to increase combat speed, the "danger" element is still present.</p><p></p><p>I don't specifically know the encounter you're speaking of in your post, but I usually find "phased" fights with multiple waves of creatures to be a lot less challenging than when all enemies can act at the same time. By the rules, however, they give the same XP, though this is easily corrected with the magical DM wand of zero.</p><p></p><p>The sum of this all would be something like this: If the players feel challenged enough, but you don't think they are, then let things be as they are. If the players are bored about the no-risk scenario, then adjust the difficulty of encounters.</p><p></p><p>Oh, and about minions, I personally find them to be overpriced in terms of XP. An encounter where the enemies include minions is usually easier than an encounter with the same XP budget without minions.</p></blockquote><p></p>
[QUOTE="dervish, post: 4494063, member: 53857"] Combat in 4th edition isn't supposed to pose any real risk to the PCs. At least not most of the time. Its purpose is simply to simulate risk so that the players can feel high and mighty when they defeat the oh-so-dangerous encounter. While the numerical risk of the PCs failing in a battle is very low (I'd say as low as 2-3% of a PC dying), the complexity of combat and the nature of healing in the game make battles seem far more dangerous than they actually are. Even if you reduce the hit points of each monster by 25%, which is something I almost always do to increase combat speed, the "danger" element is still present. I don't specifically know the encounter you're speaking of in your post, but I usually find "phased" fights with multiple waves of creatures to be a lot less challenging than when all enemies can act at the same time. By the rules, however, they give the same XP, though this is easily corrected with the magical DM wand of zero. The sum of this all would be something like this: If the players feel challenged enough, but you don't think they are, then let things be as they are. If the players are bored about the no-risk scenario, then adjust the difficulty of encounters. Oh, and about minions, I personally find them to be overpriced in terms of XP. An encounter where the enemies include minions is usually easier than an encounter with the same XP budget without minions. [/QUOTE]
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