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General Tabletop Discussion
*TTRPGs General
Standard encounter budget - too easy?
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<blockquote data-quote="Cadfan" data-source="post: 4886406" data-attributes="member: 40961"><p>I'm finding a similar effect. Most encounters of my group's level get steamrolled. We are also low paragon tier.</p><p> </p><p>Its worth noting that my group is very tactically adept, and very carefully makes sure to use daily powers instead of saving them for a future that never comes. And they're very good about selecting daily and utility powers with full-encounter effects, and using about one per encounter per character (plus their dailies that are not full-encounter effects). </p><p> </p><p>The upshot of this is that every single encounter involves the use of at least one, and possibly two or more, completely game changing abilities. </p><p> </p><p>For example, we just fought Skalmad in his second incarnation. The fight was supposed to be two levels above ours, so difficult but not impossible. The group immediately used an ability that gave everyone in the party +5 damage for the whole encounter on every single attack roll made including our wizard's area effects (though our ranger who was outside of the effect), and our cleric used an ability that granted everyone in the group Resist All 5. So the whole fight occurred with our characters taking five points less damage per hit, and our enemies taking five points more. Needless to say the encounter was shredded.</p><p> </p><p>This is not an atypical outcome to a battle. Had they chosen different abilities, they might have granted +3 to all defenses for the whole party for the whole encounter, the ability to heal large amounts of damage (15 or so) whenever they succeeded on an attack in the front lines, a reduction in the damage dealt by the largest enemy to the tune of -10, or a number of other effects.</p><p> </p><p>Meanwhile the group has two defenders, one paladin and one fighter, and is quite adept at matching each up to the optimum foe, leaving them largely in charge of the flow of battle.</p><p> </p><p>At times I feel like this is a flaw, but at other times I feel like my group earned the right to demolish things through sheer skill and tactical acumen. I guess that's the inevitable result of creating a game in which combat tactics can contribute heavily towards victory- tactically skilled players can shift the difficulty curve significantly in their favor.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4886406, member: 40961"] I'm finding a similar effect. Most encounters of my group's level get steamrolled. We are also low paragon tier. Its worth noting that my group is very tactically adept, and very carefully makes sure to use daily powers instead of saving them for a future that never comes. And they're very good about selecting daily and utility powers with full-encounter effects, and using about one per encounter per character (plus their dailies that are not full-encounter effects). The upshot of this is that every single encounter involves the use of at least one, and possibly two or more, completely game changing abilities. For example, we just fought Skalmad in his second incarnation. The fight was supposed to be two levels above ours, so difficult but not impossible. The group immediately used an ability that gave everyone in the party +5 damage for the whole encounter on every single attack roll made including our wizard's area effects (though our ranger who was outside of the effect), and our cleric used an ability that granted everyone in the group Resist All 5. So the whole fight occurred with our characters taking five points less damage per hit, and our enemies taking five points more. Needless to say the encounter was shredded. This is not an atypical outcome to a battle. Had they chosen different abilities, they might have granted +3 to all defenses for the whole party for the whole encounter, the ability to heal large amounts of damage (15 or so) whenever they succeeded on an attack in the front lines, a reduction in the damage dealt by the largest enemy to the tune of -10, or a number of other effects. Meanwhile the group has two defenders, one paladin and one fighter, and is quite adept at matching each up to the optimum foe, leaving them largely in charge of the flow of battle. At times I feel like this is a flaw, but at other times I feel like my group earned the right to demolish things through sheer skill and tactical acumen. I guess that's the inevitable result of creating a game in which combat tactics can contribute heavily towards victory- tactically skilled players can shift the difficulty curve significantly in their favor. [/QUOTE]
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