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RPGNet Report: D&D 5TH EDITION AT GEN CON, PART 1
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<blockquote data-quote="Charles Dunwoody" data-source="post: 6006639" data-attributes="member: 17927"><p>Just got back from camping and saw your post. In reverse order, part 2 is up now.</p><p></p><p>A set-piece battle is how I ran about half my 4E battles. A big battlemap, lots of enemies, and the PCs battle it out. I don't bring in new monsters not already on the map or have to much intrude on the balance of the battle.</p><p></p><p>Some of my 4E games and all of my earlier D&D edition games ran differently. I might have a battle map out (2E or later) but I also watched everything in surrounding rooms and kept part of my brain aware of the noise of the battle (and light if it made a difference).</p><p></p><p>Blowing up something in one room might bring down the occupants of two adjacent rooms for example. I tried this in 4E and nearly wiped out the party a couple of times, so I started spreading out the encounters a bit more.</p><p></p><p>At D&D Experience, if we got ambushed by kobolds outside the caves and started tossing fireballs, a patrol of orcs might wander over and join in the brawl. It was glorious, dangerous mayhem.</p><p></p><p>At Gen Con, my brother's wizards blow up a bunch of exploding crystals and took down part of a cave (the crystals were meant to free up a cave in later we learned). It only brought one patrol of kobolds. No organized defense, so protection in depth, no consequences for our actions.</p><p></p><p>I love big battles, but I don't like a set-piece battle. One well-balanced and that poor or poorly thought out choices cannot suddenly overwhelm the PCs.</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 6006639, member: 17927"] Just got back from camping and saw your post. In reverse order, part 2 is up now. A set-piece battle is how I ran about half my 4E battles. A big battlemap, lots of enemies, and the PCs battle it out. I don't bring in new monsters not already on the map or have to much intrude on the balance of the battle. Some of my 4E games and all of my earlier D&D edition games ran differently. I might have a battle map out (2E or later) but I also watched everything in surrounding rooms and kept part of my brain aware of the noise of the battle (and light if it made a difference). Blowing up something in one room might bring down the occupants of two adjacent rooms for example. I tried this in 4E and nearly wiped out the party a couple of times, so I started spreading out the encounters a bit more. At D&D Experience, if we got ambushed by kobolds outside the caves and started tossing fireballs, a patrol of orcs might wander over and join in the brawl. It was glorious, dangerous mayhem. At Gen Con, my brother's wizards blow up a bunch of exploding crystals and took down part of a cave (the crystals were meant to free up a cave in later we learned). It only brought one patrol of kobolds. No organized defense, so protection in depth, no consequences for our actions. I love big battles, but I don't like a set-piece battle. One well-balanced and that poor or poorly thought out choices cannot suddenly overwhelm the PCs. [/QUOTE]
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RPGNet Report: D&D 5TH EDITION AT GEN CON, PART 1
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