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D&D Older Editions
New to 4ed. : what do i have to know/look out for?
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<blockquote data-quote="Manbearcat" data-source="post: 6929285" data-attributes="member: 6696971"><p>[MENTION=42582]pemerton[/MENTION] , on phone so not going to be able to quote and respond to each part.</p><p></p><p>I think my take that "provoking and emcouraging movement is an issue for 4e GMs" stems from the unfortunately pervasive "combat slog is inherent to 4e" meme. Personally, after running approximately 75 levels worth of play (at all levels), I've not experienced it once. But the internet meme persists nonetheless.</p><p></p><p>My sense is the issue (insofar that there is one) is multifaceted:</p><p></p><p>1) too many damn players at the table (which will feed back into too many enemy units if you aren't using hazards as a healthy part of your encounter budget)..</p><p>2) too many players not putting in the effort to minimize the handling time of their on-turn and off-turn actions.</p><p>3) GMs not framing combats around "extra-HP-ablation goals."</p><p>4) GMs not leveraging the inherent dynamism of the combat engine by failing to provoke or encourage movement (and stunting). Which is a head-scratcher because the system advocates it heavily and shows you how.</p><p></p><p>The first two are group/player issues. The latter two are GM-side. 4, by itself, goes a loooooooooooong way toward mitigating "sloggines."</p><p></p><p>I think a lot of GMs just want to port their skill-set from AD&D (et al) straight to 4e, without learning and leveraging the nuance of the mechanical widgets and unique principles of the 4e ruleset. Hence some of the (misplaced as it is your own responsibility) frustrations. 4e encourages movement and gives you all the tools to facilitate dynamic (spatially, decision point-wise, and narratively) combat. It should become intuitive after a fair go (or immediately if you have prior exposure). But not if you're bolting on an incompatible approach and ignoring/misunderstanding the machinery. But 4e somehow bore the responsibility of the users' own error.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6929285, member: 6696971"] [MENTION=42582]pemerton[/MENTION] , on phone so not going to be able to quote and respond to each part. I think my take that "provoking and emcouraging movement is an issue for 4e GMs" stems from the unfortunately pervasive "combat slog is inherent to 4e" meme. Personally, after running approximately 75 levels worth of play (at all levels), I've not experienced it once. But the internet meme persists nonetheless. My sense is the issue (insofar that there is one) is multifaceted: 1) too many damn players at the table (which will feed back into too many enemy units if you aren't using hazards as a healthy part of your encounter budget).. 2) too many players not putting in the effort to minimize the handling time of their on-turn and off-turn actions. 3) GMs not framing combats around "extra-HP-ablation goals." 4) GMs not leveraging the inherent dynamism of the combat engine by failing to provoke or encourage movement (and stunting). Which is a head-scratcher because the system advocates it heavily and shows you how. The first two are group/player issues. The latter two are GM-side. 4, by itself, goes a loooooooooooong way toward mitigating "sloggines." I think a lot of GMs just want to port their skill-set from AD&D (et al) straight to 4e, without learning and leveraging the nuance of the mechanical widgets and unique principles of the 4e ruleset. Hence some of the (misplaced as it is your own responsibility) frustrations. 4e encourages movement and gives you all the tools to facilitate dynamic (spatially, decision point-wise, and narratively) combat. It should become intuitive after a fair go (or immediately if you have prior exposure). But not if you're bolting on an incompatible approach and ignoring/misunderstanding the machinery. But 4e somehow bore the responsibility of the users' own error. Thoughts? [/QUOTE]
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New to 4ed. : what do i have to know/look out for?
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