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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Undrave" data-source="post: 8310636" data-attributes="member: 7015698"><p>I know what kind of players...</p><p></p><p>... <em>Wizard</em> players! These pointy hat buggers are always out to ruin everybody else's fun! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p>Augh... I remember the second module, the one after Keep on the Shadowfell... It had WAY too many plain 5 feet wide winding corridors with like two or three enemies... it was claustrophobic and honestly super boring. 4e worked best when you had a big and INTERESTING set piece fight! Some fights I DM'd included repelling kobold pirates on a ship, stopping a group of undead from building a flying ship for their Necromancer master in a large cavern with enemies on multiple levels of scaffolding, battling a goblin who could control rats in a flour mill where he could throw barrels and crates filled with rat swarms or flour sacks could be used to create obscuring terrain (don't use fire attacks!) and so forth...</p><p></p><p>A good 4e fights needs varied terrain (preferably with some verticality), some hazardous zones you would rather avoid (maybe some traps?), stuff you can interact with (terrain powers!), and a good mix of interesting enemies of different roles! You don't even need to work hard on that last one because, usually, the Monster Manuals suggested encounter groups were actually on point!</p></blockquote><p></p>
[QUOTE="Undrave, post: 8310636, member: 7015698"] I know what kind of players... ... [I]Wizard[/I] players! These pointy hat buggers are always out to ruin everybody else's fun! :p Augh... I remember the second module, the one after Keep on the Shadowfell... It had WAY too many plain 5 feet wide winding corridors with like two or three enemies... it was claustrophobic and honestly super boring. 4e worked best when you had a big and INTERESTING set piece fight! Some fights I DM'd included repelling kobold pirates on a ship, stopping a group of undead from building a flying ship for their Necromancer master in a large cavern with enemies on multiple levels of scaffolding, battling a goblin who could control rats in a flour mill where he could throw barrels and crates filled with rat swarms or flour sacks could be used to create obscuring terrain (don't use fire attacks!) and so forth... A good 4e fights needs varied terrain (preferably with some verticality), some hazardous zones you would rather avoid (maybe some traps?), stuff you can interact with (terrain powers!), and a good mix of interesting enemies of different roles! You don't even need to work hard on that last one because, usually, the Monster Manuals suggested encounter groups were actually on point! [/QUOTE]
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Spellcasters and Balance in 5e: A Poll
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