Taking down the enemy

DeusExMachina

First Post
So our group ha sbeen running 4e for a while now and ther are parts we really like and some we don't like as much and one aspect in particular has rather caught my eye as a main reason we are in the process of building a homebrew system from the ground up.

It's the different ways one can take down an enemy in 4e, because I feel they have been greatly diminished and it makes for a less exciting game.

4e has basically one way to deal with enemies and it's this: take down their hitpoints to 0. Sure, there are some enemies you can force to surrender, but only after you've taken down their hitpoints to a great degree.
There are a few spells and powers that knock people unconscious or trap them, but usually no longer than a turn or two and then it's on to the hit point attrition again.
3.5 had save or die powers, spells that could trap monsters for longer periods of time, poisons that could disable completely instead of just dealing damage.
It makes 4e combat less swingy, but I find it to be one of the reasons our combats enter the Grind after a while; there is not enough variation in the way you take down the enemy. Am I the only one who feels like this?
 

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I don't think so. 4E ahs taken combat and made a system around it. It is not bad for that, but combat is the way to get things done.

If you are really uncomfortable about it, then maybe your group could make up a skill challenge system to take more prisoners.
 

Depends on how you setup the encounter situations. If you want the PC's to use alternate tactics to win the encounter then you need to provide tools in the enviroment for them to do that.

Yes, there are less powers (spells or whatever) that will win combat for you on one roll of the Dice, but that is a feature. However, with the right planning, a devious group of players should be able to find lots of ways to short circuit your encounters, if that is your wish.

My original post before I fully read your OP:

You can use intimidate checks (DC = Wil+10) to force bloodied opponents to surrender - or make them talk after they have been captured - and you can also decide not to kill someone on the hit that brings them below zero hit points.

These two rules allow you to capture most creatures that you can best in combat.
 

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