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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Revised 4E Rules for large groups
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5096023" data-attributes="member: 20805"><p>brainstorm, thanks for the detailed response.</p><p></p><p> That looks about the same makeup as my group.. and yes, hurting the PCs can be really hard. I have 3 leaders... and for the last couple months one of my players wanted to swap out to a new character, but not until his current striker died... he had a death wish, charging into combat with zero healing surges left... It turned into a running gag that I could not kill his character despite his best intentions.</p><p> {I finally cheated and destroyed him during a surprise round, down to under negative blooded before anyone else could act... with the players consent of course}</p><p></p><p> I say this to show that I am not theorizing and playing armchair quarterback here. The only item it seems you haven't already tried is the number of encounters per adventuring day. IMC we just finished a module in which the party had 6 'normal' encounters in one day, followed by a day of 3 hard encounters. Each day of encounters took the majority of the PCs down under bloodied and used most of thier healing surges.</p><p></p><p> I am not sure that 4e gave the players too many options.. after all I have seen high level casters in earlier editions struggle with all the various spell options they have. The difference is with 4e all characters have options, no longer does the fighter just have the options of 'hit' or ...er, 'hit'. Not only do the PCs have power options, they also have movement and tactical options... but I think that is all good things.</p><p></p><p> However, all that being said, if you are not enjoying running the game... but does the rest of the group enjoy the game?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5096023, member: 20805"] brainstorm, thanks for the detailed response. That looks about the same makeup as my group.. and yes, hurting the PCs can be really hard. I have 3 leaders... and for the last couple months one of my players wanted to swap out to a new character, but not until his current striker died... he had a death wish, charging into combat with zero healing surges left... It turned into a running gag that I could not kill his character despite his best intentions. {I finally cheated and destroyed him during a surprise round, down to under negative blooded before anyone else could act... with the players consent of course} I say this to show that I am not theorizing and playing armchair quarterback here. The only item it seems you haven't already tried is the number of encounters per adventuring day. IMC we just finished a module in which the party had 6 'normal' encounters in one day, followed by a day of 3 hard encounters. Each day of encounters took the majority of the PCs down under bloodied and used most of thier healing surges. I am not sure that 4e gave the players too many options.. after all I have seen high level casters in earlier editions struggle with all the various spell options they have. The difference is with 4e all characters have options, no longer does the fighter just have the options of 'hit' or ...er, 'hit'. Not only do the PCs have power options, they also have movement and tactical options... but I think that is all good things. However, all that being said, if you are not enjoying running the game... but does the rest of the group enjoy the game? [/QUOTE]
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