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podcast: 4th edition combat too long
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<blockquote data-quote="Imperialus" data-source="post: 4322289" data-attributes="member: 893"><p>I agree. My group typically plays the same way too. If inspiration strikes then we'll launch into a description that falls on varying points of the cool/ridiculous spectrum but by and large the creativity of our table talk amounts to. "I use tide of iron! 27, hit! I stab em in the spleen!" Typically inspiration will strike when we're bashing things half our level. If we're up against a serious challenge though, we get caught up in the mechanical aspect and forget about trying to be all fancy.</p><p></p><p>I think it's a fair assessment to say that a random batch of people from around the office with varying degrees of experience, thrown together just as the first print run of the offical rules hit the office, given mid level characters with abilities and powers they aren't familiar with and thrown against a challenge higher than their level conspired against them.</p><p></p><p>I think Wizards should have approached it as a marketing gimmick rather than a real game. First of all they should have gotten an established party together, then they should have stacked the deck in their favor. 90% of the time you couldn't actually tell what they were rolling so have the players and DM both fudge dice rolls left right and center to create an action packed battle. Let the PC's dominate the monsters, that'd perk perk the players up more, if nothing else. Keep a few low rolls in there for flavor but D&D is about killing monsters, not fleeing in terror from them. Dave should have made sure that his 'terrain' had an effect on the battle. As it was, those weird flaming channels just confused things. No one watching would have been the wiser, as long as they made it feel as though the PC's were being challenged.</p><p></p><p>Think of it as watching a Harlem Globetrotters game with less comedy. People like (liked?) them because they are about the show, and individual players doing cool stuff, not about playing a proper game of basketball. You wouldn't want to take it as far as they do though but the concept is sound. Make it look like a real game, but use it as an opportunity to show off the cool powers that everyone has, not a chance for a DM to grind the PC's into the ground.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 4322289, member: 893"] I agree. My group typically plays the same way too. If inspiration strikes then we'll launch into a description that falls on varying points of the cool/ridiculous spectrum but by and large the creativity of our table talk amounts to. "I use tide of iron! 27, hit! I stab em in the spleen!" Typically inspiration will strike when we're bashing things half our level. If we're up against a serious challenge though, we get caught up in the mechanical aspect and forget about trying to be all fancy. I think it's a fair assessment to say that a random batch of people from around the office with varying degrees of experience, thrown together just as the first print run of the offical rules hit the office, given mid level characters with abilities and powers they aren't familiar with and thrown against a challenge higher than their level conspired against them. I think Wizards should have approached it as a marketing gimmick rather than a real game. First of all they should have gotten an established party together, then they should have stacked the deck in their favor. 90% of the time you couldn't actually tell what they were rolling so have the players and DM both fudge dice rolls left right and center to create an action packed battle. Let the PC's dominate the monsters, that'd perk perk the players up more, if nothing else. Keep a few low rolls in there for flavor but D&D is about killing monsters, not fleeing in terror from them. Dave should have made sure that his 'terrain' had an effect on the battle. As it was, those weird flaming channels just confused things. No one watching would have been the wiser, as long as they made it feel as though the PC's were being challenged. Think of it as watching a Harlem Globetrotters game with less comedy. People like (liked?) them because they are about the show, and individual players doing cool stuff, not about playing a proper game of basketball. You wouldn't want to take it as far as they do though but the concept is sound. Make it look like a real game, but use it as an opportunity to show off the cool powers that everyone has, not a chance for a DM to grind the PC's into the ground. [/QUOTE]
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