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Per-Encounter Powers
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<blockquote data-quote="DerekSTheRed" data-source="post: 5941142" data-attributes="member: 55770"><p>The LFR adventures I played are still pretty linear. I remember one where you had to assault a playhouse. If you went in through the front door your placement on the last battle was in the back of the audience facing the stage. If you went in the back door and successfully sneaked your way in, your placement on the last battle was from a side balcony where you had a tactical advantage. 4E did have ways of mitigating the linear play style, but it still encouraged the same encounters. </p><p></p><p>Whereas pre-4E allowed for more avenues of assault (including ones the DM didn't think of), 4E discouraged going any where your DM hadn't planned. If you let your 4E characters go off your planned encounters they would likely (although not definitely) ease their way through to the boss battle and lay down their dailies to make that one easy too. I wouldn't say 4E forces this play style, but it does heavily encourage it (which is pretty much the same thing as forcing it I admit).</p><p></p><p>I wouldn't necessarily say the encounter powers are the only game element at fault here. The encounter budget which can be pretty useful, can also be constraining sometimes. I just don't think 4E works well with a long multi (in game) day dungeon crawl like previous editions did. It does do well with the 3 or 4 encounter dungeon that everyone takes an extended rest afterwards (see Dungeon Delve source book). Pre-4E could do those too in addition to the deep dungeon delves.</p></blockquote><p></p>
[QUOTE="DerekSTheRed, post: 5941142, member: 55770"] The LFR adventures I played are still pretty linear. I remember one where you had to assault a playhouse. If you went in through the front door your placement on the last battle was in the back of the audience facing the stage. If you went in the back door and successfully sneaked your way in, your placement on the last battle was from a side balcony where you had a tactical advantage. 4E did have ways of mitigating the linear play style, but it still encouraged the same encounters. Whereas pre-4E allowed for more avenues of assault (including ones the DM didn't think of), 4E discouraged going any where your DM hadn't planned. If you let your 4E characters go off your planned encounters they would likely (although not definitely) ease their way through to the boss battle and lay down their dailies to make that one easy too. I wouldn't say 4E forces this play style, but it does heavily encourage it (which is pretty much the same thing as forcing it I admit). I wouldn't necessarily say the encounter powers are the only game element at fault here. The encounter budget which can be pretty useful, can also be constraining sometimes. I just don't think 4E works well with a long multi (in game) day dungeon crawl like previous editions did. It does do well with the 3 or 4 encounter dungeon that everyone takes an extended rest afterwards (see Dungeon Delve source book). Pre-4E could do those too in addition to the deep dungeon delves. [/QUOTE]
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