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General Tabletop Discussion
D&D Older Editions
Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Alomir" data-source="post: 4696032" data-attributes="member: 6622"><p>Ah, the wonder that is D&D 4e. By and large, I'm loving it so far... Combat has been fast-paced and exciting, and there's just as much opportunity for role-playing as before. So far, it seems that skills have had less impact, but that may be because I'm used to Agar's 23rd level absurdly high bonuses. (Ok, thinking about it a bit more, skills have definitely had a real impact. I need to dump the Agar mindset).</p><p></p><p>I think minions are one of the best additions in 4e. They add interesting tactics, interesting flavor, and allow scenarios that just couldn't be done before.</p><p></p><p>I am really struggling with one area, though - saving throws. The random factor is just too high. One example on the offensive side has been summarized well:</p><p></p><p></p><p></p><p>I find that I'm shying away from any power like that for Logan; they are just too unreliable (I find that it's a real bummer when I'd rather have a good power *miss*). I've seen some interesting house rule proposals for this, but I wonder if the easiest thing wouldn't just be to add a "minimum one round" (or, I guess it would be "until end of your next turn") clause to the hit case; that would not increase the target's chances to have it last *longer* than one round.</p><p></p><p>On the defensive side, having witnessed another player being stunned *for an entire combat*, and having now been blinded *for an entire combat* (granted, it was two applications for me), I'm finding myself wanting to go well out of my way to work around this mechanic however possible. I'm probably going to drop my alchemy feat (sadly, as this is a character concept piece) to pick up human perseverance. I'm going to have to wait to be higher level to find some magic items to help, but I'll be keeping my eyes peeled.</p><p></p><p>How's the saving throw mechanic working out for others?</p></blockquote><p></p>
[QUOTE="Alomir, post: 4696032, member: 6622"] Ah, the wonder that is D&D 4e. By and large, I'm loving it so far... Combat has been fast-paced and exciting, and there's just as much opportunity for role-playing as before. So far, it seems that skills have had less impact, but that may be because I'm used to Agar's 23rd level absurdly high bonuses. (Ok, thinking about it a bit more, skills have definitely had a real impact. I need to dump the Agar mindset). I think minions are one of the best additions in 4e. They add interesting tactics, interesting flavor, and allow scenarios that just couldn't be done before. I am really struggling with one area, though - saving throws. The random factor is just too high. One example on the offensive side has been summarized well: I find that I'm shying away from any power like that for Logan; they are just too unreliable (I find that it's a real bummer when I'd rather have a good power *miss*). I've seen some interesting house rule proposals for this, but I wonder if the easiest thing wouldn't just be to add a "minimum one round" (or, I guess it would be "until end of your next turn") clause to the hit case; that would not increase the target's chances to have it last *longer* than one round. On the defensive side, having witnessed another player being stunned *for an entire combat*, and having now been blinded *for an entire combat* (granted, it was two applications for me), I'm finding myself wanting to go well out of my way to work around this mechanic however possible. I'm probably going to drop my alchemy feat (sadly, as this is a character concept piece) to pick up human perseverance. I'm going to have to wait to be higher level to find some magic items to help, but I'll be keeping my eyes peeled. How's the saving throw mechanic working out for others? [/QUOTE]
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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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