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<blockquote data-quote="Sunseeker" data-source="post: 5929784"><p>Fire elementals, immune to fire damage(at least mine are anyway).</p><p></p><p></p><p></p><p>Any over-use of a particular attack setup(push, pull, slide, prone, ect..) generally gets my players met with enemies who can't be affected by said things.</p><p></p><p></p><p>My personal opinion if someone told me that "Jason's turn was so boring, he just did X over and over!" would be to tell them that Jason's turn doesn't exist for their amusement. I do understand 4e has a bit more of a cinematic nature to it, so watching a fighter is certainly more interesting than older editions, but I don't expect my players to entertain the others, and if folks are looking for their entertainment in how others are playing, they're probably looking in the wrong places, and I would tell them so.</p><p></p><p></p><p>I agree. As a fan of Paladin's I've read over the cold synergies quite a few times. However, my solution to highly specialized, highly synergistic powers is simply to find/create foes who are immune or highly resistant to those types of maneuvers.</p><p></p><p>As a WoW player, I've learned two things:</p><p>1: Stuns are highly obnoxious.</p><p>2: Bosses are immune to crowd control, or at least highly resistant</p><p></p><p>True, which is why I try to present my players with a fairly diverse selection of foes on a regular basis. I've also got a party of 6 right now, and I'm running a "Gandalf" as the "voice of the DM" to help point out what may seem obvious to me but obviously isn't to my players. </p><p></p><p>I've only got one guy who builds for sheer power, but that's been toned down a lot in 4e anyway, and he's playing a more concept character right now so I think my party will be okay in that regard, they're pretty cool folks.</p><p></p><p></p><p>Right, I'm not too worried about that though, I feel it's always the player's choice to specialize or not.</p><p></p><p>This kinda falls into the "don't piss off the DM" territory in my book, and generally speaking if any player abuses a specific thing too often, they'll encounter foes who are immune, or have their own solutions to it. One thing Champions Online taught me is that even melee characters should have some basic ranged attacks, so that you cannot simply immobilize them and blast them away from afar. I generally make my more powerful foes immune or highly resistant to "stun" type effects as well. </p><p></p><p>I play a lot of my games on the fly, so if I see abuse in action, I generally maintain the ability to throw something in that negates it.</p><p></p><p>ALSO: We're all level 5 atm, so I won't have to worry about epic tier stuff for a while.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5929784"] Fire elementals, immune to fire damage(at least mine are anyway). Any over-use of a particular attack setup(push, pull, slide, prone, ect..) generally gets my players met with enemies who can't be affected by said things. My personal opinion if someone told me that "Jason's turn was so boring, he just did X over and over!" would be to tell them that Jason's turn doesn't exist for their amusement. I do understand 4e has a bit more of a cinematic nature to it, so watching a fighter is certainly more interesting than older editions, but I don't expect my players to entertain the others, and if folks are looking for their entertainment in how others are playing, they're probably looking in the wrong places, and I would tell them so. I agree. As a fan of Paladin's I've read over the cold synergies quite a few times. However, my solution to highly specialized, highly synergistic powers is simply to find/create foes who are immune or highly resistant to those types of maneuvers. As a WoW player, I've learned two things: 1: Stuns are highly obnoxious. 2: Bosses are immune to crowd control, or at least highly resistant True, which is why I try to present my players with a fairly diverse selection of foes on a regular basis. I've also got a party of 6 right now, and I'm running a "Gandalf" as the "voice of the DM" to help point out what may seem obvious to me but obviously isn't to my players. I've only got one guy who builds for sheer power, but that's been toned down a lot in 4e anyway, and he's playing a more concept character right now so I think my party will be okay in that regard, they're pretty cool folks. Right, I'm not too worried about that though, I feel it's always the player's choice to specialize or not. This kinda falls into the "don't piss off the DM" territory in my book, and generally speaking if any player abuses a specific thing too often, they'll encounter foes who are immune, or have their own solutions to it. One thing Champions Online taught me is that even melee characters should have some basic ranged attacks, so that you cannot simply immobilize them and blast them away from afar. I generally make my more powerful foes immune or highly resistant to "stun" type effects as well. I play a lot of my games on the fly, so if I see abuse in action, I generally maintain the ability to throw something in that negates it. ALSO: We're all level 5 atm, so I won't have to worry about epic tier stuff for a while. [/QUOTE]
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