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Please define 'swingy'
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<blockquote data-quote="Victim" data-source="post: 5063305" data-attributes="member: 78"><p>Well, I'd say that's part of it. You can easily have non-damage related swing though: when our group used Tactical Teleport to move our team out of Force Cage and into perfect attack positions, that was a massive swing in our favor - first, for mostly canceling the Force Cage (a big swing in their favor), second, for getting around their melee defenders, and finally for the flanking full attacks against their caster that immediately followed it.</p><p></p><p>However, fairly fragile combatants - even high level characters can often kill themselves in a round or 2 solo - increases the impact of what swings do happen. The pendulum doesn't have much time to swing back and forth when half the combatants went down on the first swing against them... Especially when you consider the action economy death spiral - it's harder to fight back after you lose someone since your side now has fewer actions and you lose the unique value and synergy provided by that character/monster. If the fighter dies, maybe the rogue then can't flank and get sneak attack.</p><p></p><p>My experience with 3.x was usually that reverses were hard; once things tipped in favor of one side, they generally had enough momentum to brutalize the opposition. This makes some sense to me - if the battle can be swingy, then you want to end it before things have a chance to turn around. Because of that, the game seemed to emphasize planning more than tactics. You load the gun in advance with items and buffs, shoot it at the start of the fight when you pick a trick to use or target to focus fire, and hope things go well. If they don't, maybe you prepped appropriate contingencies (like say the Tactical Teleport to escape the Force Cage, rings of evasion/long lasting resist spells/alternate means of travel or rest to avoid the many fireball ambush, etc).</p></blockquote><p></p>
[QUOTE="Victim, post: 5063305, member: 78"] Well, I'd say that's part of it. You can easily have non-damage related swing though: when our group used Tactical Teleport to move our team out of Force Cage and into perfect attack positions, that was a massive swing in our favor - first, for mostly canceling the Force Cage (a big swing in their favor), second, for getting around their melee defenders, and finally for the flanking full attacks against their caster that immediately followed it. However, fairly fragile combatants - even high level characters can often kill themselves in a round or 2 solo - increases the impact of what swings do happen. The pendulum doesn't have much time to swing back and forth when half the combatants went down on the first swing against them... Especially when you consider the action economy death spiral - it's harder to fight back after you lose someone since your side now has fewer actions and you lose the unique value and synergy provided by that character/monster. If the fighter dies, maybe the rogue then can't flank and get sneak attack. My experience with 3.x was usually that reverses were hard; once things tipped in favor of one side, they generally had enough momentum to brutalize the opposition. This makes some sense to me - if the battle can be swingy, then you want to end it before things have a chance to turn around. Because of that, the game seemed to emphasize planning more than tactics. You load the gun in advance with items and buffs, shoot it at the start of the fight when you pick a trick to use or target to focus fire, and hope things go well. If they don't, maybe you prepped appropriate contingencies (like say the Tactical Teleport to escape the Force Cage, rings of evasion/long lasting resist spells/alternate means of travel or rest to avoid the many fireball ambush, etc). [/QUOTE]
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