Well, I've just run a pretty successful session of my 3.5e Savage Tide campaign, using a number of "4e" house rules in the mix.
Currently we're using
* Second Wind: 1/day, swift action to recover 1/4 hp.
* Diagonals: 1-1-1.
* Death or Dying: Die at -25% of hp; d20 saving throws to die/stay dying/recover.
Oh, and there's a Crusader/Cleric and a Warblade in the group, so we've been using a lot of encounter powers.
Missing a couple of PCs for the game, but we did have...
* Warblade 10 ... AC 20, hp 110, F+12, R+14, W+3
* Cleric 6/Crusader 1/Ruby Knight Vindicator 3 ... AC 22; hp 71; F+10, R+3, W+13
* Rogue 11 ... AC 25, hp 50; F+3, R+11, W+3
* Wizard 11 ... AC 12; hp 49; F+4, R+5, W+7
Encounter 1: vs. 6 Hook Horrors (spd 4) (EL 11)
This encounter was in a set of connecting tunnels of 15'-20'. The HHs were able to approach from two directions, but the Cleric & Warblade blocked the 20' tunnel and the Rogue blocked the 15' tunnel allowing the Wizard to target the HHs with spells unmolested.
Diagonal movement was used, slightly increasing the movement of the HHs, but the terrain & defensive positioning made it impossible for them to get past the PCs to the Wizard.
Craig and Rich used Second Wind to stay alive long enough to defeat the monsters.
Encounter 2: vs Rhagodessas
Martin cast mass fly and the group evaded the monsters. This would come in important later, as the group didn't have fly available! (full XP awarded, btw)
Encounter 3: vs unearthly spellcaster with good melee skills & hp
Terrain for this encounter was around a great pool of water, with scattered patches of difficult terrain & cover. The distances were so great (and movement restricted enough around the pool - about 80' diameter!) that any effects of diagonal movement were minimised. Besides, the monster was moving at 12-18 squares per turn due to haste!
Excellent use of spell and counter-spell in this combat; both sides used invisibility, and then see invisibility & faerie fire (from a ring) to counter the opposing side's invisibility. Hold Person knocked out the rogue for most of the combat.
Martin's wizard used "True Strike" and then cast an Orb of Force. His subsequent attack roll? Natural 20... on an immune-crit creature. That's so frustrating!
Second Wind used by Craig to stay alive. (This was a different day than Enc. 1)
Encounter 4: vs large melee creatures with fly & dominate
Terrain was on a ziggurat, so limited movement sideways and hindered movement forward. Once again, with opponents with speed of Fly 12, diagonals really didn't matter - they could get anywhere they needed to!
At one stage, both the Wizard and the Warblade were dominated (poxy saving throws from both), and the Cleric was knocked to negative hp as a result. Then the Rogue was unfortunate to suffer an attack routine that knocked her to 1 hp and then took a 15 point blow... enough to kill her.
At that point, the Cleric rolled a natural 20 to recover, and rejoined the fray. Cleric player was very, very happy. I think it was in this encounter that the Warblade was unconscious and failed a couple of rolls before the Cleric healed him, but I may be confusing it with another encounter. Too late for the Rogue, alas.
Notes on the "4e" house rules
Second Wind is very popular; we've been using it for several sessions, and not only does it protect the PCs, it also frees up the cleric. Thumbs up.
Negative effects of the 1-1-1 Diagonal really didn't apply here. Look, 3e monsters at this level often move so fast that it's a neglible effect in any case. If 4e has more restricted movement, perhaps I'll notice it. Not really in these high-level campaigns I'm running. The Warblade and Rogue players certainly appreciated the extra mobility (and lack of calculation) it gave them.
Death or Dying worked pretty well, although the death threshold may be too low considering the high damage of many monsters in 3.5e at these levels. (-12 for death for a 11th level rogue is achieved too easily from one hit; I may bump the threshold up to 33% for these games). The Cleric really, really appreciated the recover rule, and the Warblade found the "dying" rolls increased tension. (My view of hp is "when you're dead, you've been wounded. Otherwise it's negotiable!").
I have another session with different players (a 15th level game) on Sunday. I'll see how it goes then.
Cheers!
Currently we're using
* Second Wind: 1/day, swift action to recover 1/4 hp.
* Diagonals: 1-1-1.
* Death or Dying: Die at -25% of hp; d20 saving throws to die/stay dying/recover.
Oh, and there's a Crusader/Cleric and a Warblade in the group, so we've been using a lot of encounter powers.
Missing a couple of PCs for the game, but we did have...
* Warblade 10 ... AC 20, hp 110, F+12, R+14, W+3
* Cleric 6/Crusader 1/Ruby Knight Vindicator 3 ... AC 22; hp 71; F+10, R+3, W+13
* Rogue 11 ... AC 25, hp 50; F+3, R+11, W+3
* Wizard 11 ... AC 12; hp 49; F+4, R+5, W+7
Encounter 1: vs. 6 Hook Horrors (spd 4) (EL 11)
This encounter was in a set of connecting tunnels of 15'-20'. The HHs were able to approach from two directions, but the Cleric & Warblade blocked the 20' tunnel and the Rogue blocked the 15' tunnel allowing the Wizard to target the HHs with spells unmolested.
Diagonal movement was used, slightly increasing the movement of the HHs, but the terrain & defensive positioning made it impossible for them to get past the PCs to the Wizard.
Craig and Rich used Second Wind to stay alive long enough to defeat the monsters.
Encounter 2: vs Rhagodessas
Martin cast mass fly and the group evaded the monsters. This would come in important later, as the group didn't have fly available! (full XP awarded, btw)
Encounter 3: vs unearthly spellcaster with good melee skills & hp
Terrain for this encounter was around a great pool of water, with scattered patches of difficult terrain & cover. The distances were so great (and movement restricted enough around the pool - about 80' diameter!) that any effects of diagonal movement were minimised. Besides, the monster was moving at 12-18 squares per turn due to haste!
Excellent use of spell and counter-spell in this combat; both sides used invisibility, and then see invisibility & faerie fire (from a ring) to counter the opposing side's invisibility. Hold Person knocked out the rogue for most of the combat.
Martin's wizard used "True Strike" and then cast an Orb of Force. His subsequent attack roll? Natural 20... on an immune-crit creature. That's so frustrating!
Second Wind used by Craig to stay alive. (This was a different day than Enc. 1)
Encounter 4: vs large melee creatures with fly & dominate
Terrain was on a ziggurat, so limited movement sideways and hindered movement forward. Once again, with opponents with speed of Fly 12, diagonals really didn't matter - they could get anywhere they needed to!
At one stage, both the Wizard and the Warblade were dominated (poxy saving throws from both), and the Cleric was knocked to negative hp as a result. Then the Rogue was unfortunate to suffer an attack routine that knocked her to 1 hp and then took a 15 point blow... enough to kill her.
At that point, the Cleric rolled a natural 20 to recover, and rejoined the fray. Cleric player was very, very happy. I think it was in this encounter that the Warblade was unconscious and failed a couple of rolls before the Cleric healed him, but I may be confusing it with another encounter. Too late for the Rogue, alas.
Notes on the "4e" house rules
Second Wind is very popular; we've been using it for several sessions, and not only does it protect the PCs, it also frees up the cleric. Thumbs up.
Negative effects of the 1-1-1 Diagonal really didn't apply here. Look, 3e monsters at this level often move so fast that it's a neglible effect in any case. If 4e has more restricted movement, perhaps I'll notice it. Not really in these high-level campaigns I'm running. The Warblade and Rogue players certainly appreciated the extra mobility (and lack of calculation) it gave them.
Death or Dying worked pretty well, although the death threshold may be too low considering the high damage of many monsters in 3.5e at these levels. (-12 for death for a 11th level rogue is achieved too easily from one hit; I may bump the threshold up to 33% for these games). The Cleric really, really appreciated the recover rule, and the Warblade found the "dying" rolls increased tension. (My view of hp is "when you're dead, you've been wounded. Otherwise it's negotiable!").
I have another session with different players (a 15th level game) on Sunday. I'll see how it goes then.
Cheers!