Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Old School : Tucker's Kobolds and Trained Jellies
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SKyOdin" data-source="post: 5841035" data-attributes="member: 57939"><p>I think you are overthinking things and making far too many assumptions about how people play 4E. Right now, I am running a one-on-one 4E campaign, and my singular level-1 player just picked a fight with a nine lizardmen, all of whom were significantly higher in level than him. He did so by getting ahead of them and dropping a rock-slide on their heads. It wasn't nearly enough to kill them, but it was enough to confuse and distract them long enough for my player to rescue some prisoners. He then managed to lose the lizardmen during a breakneck pursuit through the forest. It doesn't hurt that the dice gods seem to favor those who make bold and audacious plans.</p><p></p><p>I had not intended my player to take on this kind of group, but he chose to take the risk anyway, and used out of the box thinking, tactics, preparation, and terrain to get an advantage. I had to make a lot of on-the-fly rulings, but I think the 4E rules helped me a lot here. 4E's rules are very robust, and can be adapted to handle all sorts of situations. It is also the case that it is more fair to the players to throw really tough challenges at them where they might have to run away. In my example, one of the Lizardmen did get the opportunity during the chaos to get an attack in on my player's PC. If this was 3E, that PC would be dead right now. But 4E PCs are a bit more resilient from the get go, so they actually have the opportunity to get away if a plan goes south. I think it actually encourages players to attempt using crazy plans against crazy powerful opponents, since they actually do have the means to survive a brief engagement.</p><p></p><p>In any case, I think there is a world of difference between how a D&D book reads to someone, and how a game actually unfolds in play. You can't make arguments about how a game plays in practice based solely on how it sounds on paper. You at the very least need anecdotal evidence. And in my experience, D&D players who enjoy crazy plans are going to attempt them, regardless of what edition they are playing.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5841035, member: 57939"] I think you are overthinking things and making far too many assumptions about how people play 4E. Right now, I am running a one-on-one 4E campaign, and my singular level-1 player just picked a fight with a nine lizardmen, all of whom were significantly higher in level than him. He did so by getting ahead of them and dropping a rock-slide on their heads. It wasn't nearly enough to kill them, but it was enough to confuse and distract them long enough for my player to rescue some prisoners. He then managed to lose the lizardmen during a breakneck pursuit through the forest. It doesn't hurt that the dice gods seem to favor those who make bold and audacious plans. I had not intended my player to take on this kind of group, but he chose to take the risk anyway, and used out of the box thinking, tactics, preparation, and terrain to get an advantage. I had to make a lot of on-the-fly rulings, but I think the 4E rules helped me a lot here. 4E's rules are very robust, and can be adapted to handle all sorts of situations. It is also the case that it is more fair to the players to throw really tough challenges at them where they might have to run away. In my example, one of the Lizardmen did get the opportunity during the chaos to get an attack in on my player's PC. If this was 3E, that PC would be dead right now. But 4E PCs are a bit more resilient from the get go, so they actually have the opportunity to get away if a plan goes south. I think it actually encourages players to attempt using crazy plans against crazy powerful opponents, since they actually do have the means to survive a brief engagement. In any case, I think there is a world of difference between how a D&D book reads to someone, and how a game actually unfolds in play. You can't make arguments about how a game plays in practice based solely on how it sounds on paper. You at the very least need anecdotal evidence. And in my experience, D&D players who enjoy crazy plans are going to attempt them, regardless of what edition they are playing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Old School : Tucker's Kobolds and Trained Jellies
Top