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Taking down the enemy
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<blockquote data-quote="DeusExMachina" data-source="post: 4786695" data-attributes="member: 61405"><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p>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.</p><p>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.</p><p>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?</p></blockquote><p></p>
[QUOTE="DeusExMachina, post: 4786695, member: 61405"] 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? [/QUOTE]
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