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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="pemerton" data-source="post: 5168160" data-attributes="member: 42582"><p>How much 4e play experience is this remark based on?</p><p></p><p>In 4e play (both combats and skill challenges) there are degrees of success or failure, ranging from healing surges consumed to foes defeated vs foes escaped to less mechanically defined changes in the gameworld situation (eg we won the combat but it took too long and now the prisoners have all been killed).</p><p></p><p>In 4e play there is also a lot of interaction between PCs, such that it matters how your PC behaves in respct of others. Tactical positioning in combat, using immediate actions sensibly, in a skill challenge using one skill to set up another, etc.</p><p></p><p>I don't really know what you mean by this. In AD&D, for example, combat encounters were mostly about winning (by inflicting hit point damage or by getting the foes to fail saving throws). I don't recall it being primarily about influencing the decisions of party members, unless you mean advising the player of the magic-user as to which spells to use.</p><p></p><p>Again, is this based on play experience with 4e? If so, tell us more about the actual play stuff.</p><p></p><p>If it's just theory, then in my opinion it's wrong. It's not borne out by my own experience with 4e. First, crucial resources in 4e are not per-encounter (healing surges, daily powers). Second, even when encounters don't turn on the use of these daily resources (because good play by the players allows them to avoid consuming many of them in the course of an encounter), the encounter can still affect the overall game situation in various ways (enemies escape, hostages are freed, etc).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5168160, member: 42582"] How much 4e play experience is this remark based on? In 4e play (both combats and skill challenges) there are degrees of success or failure, ranging from healing surges consumed to foes defeated vs foes escaped to less mechanically defined changes in the gameworld situation (eg we won the combat but it took too long and now the prisoners have all been killed). In 4e play there is also a lot of interaction between PCs, such that it matters how your PC behaves in respct of others. Tactical positioning in combat, using immediate actions sensibly, in a skill challenge using one skill to set up another, etc. I don't really know what you mean by this. In AD&D, for example, combat encounters were mostly about winning (by inflicting hit point damage or by getting the foes to fail saving throws). I don't recall it being primarily about influencing the decisions of party members, unless you mean advising the player of the magic-user as to which spells to use. Again, is this based on play experience with 4e? If so, tell us more about the actual play stuff. If it's just theory, then in my opinion it's wrong. It's not borne out by my own experience with 4e. First, crucial resources in 4e are not per-encounter (healing surges, daily powers). Second, even when encounters don't turn on the use of these daily resources (because good play by the players allows them to avoid consuming many of them in the course of an encounter), the encounter can still affect the overall game situation in various ways (enemies escape, hostages are freed, etc). [/QUOTE]
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