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<blockquote data-quote="pemerton" data-source="post: 6582967" data-attributes="member: 42582"><p>Thankfully I never had these issues.</p><p></p><p>My own inclinations, combined with the 4e DMG advice on encounter building, meant that I never designed poxy-little piddle-about-and-achieve-nothing-significant encounters (the sort of filler that a module like Q1 is full off). And from the start I think my players worked out that <em>playing the game</em> - which means putting your PC out there and trying to do stuff - is fun.</p><p></p><p>Our first combat encounter in 4e, at 1st level, was adapted from Night's Dark Terror. The PCs' boat is attacked by bandits, who use a chain strung across the river to block it. I placed an islet/sand bar or two, plus gave the bandits a raft with their magic-user on it. And so in our first combat encounter we had PCs jumping from boat to sand bar, some ending up in the water, taking command of the enemy raft, the warlock teleporting around to take control of dry ground, and eventually the PCs making it to the shore to take down the enemy slinger.</p><p></p><p>The thing is, the DMG makes it <em>plain as day</em> that this is the sort of encounter the system supports. And there are modules out there - like Night's Dark Terror - that have this sort of thing in them. If people ignore the encounter building advice, and ignore the player-side advice, and then complain that they get these silly little grinds where nothing happens - well, what do you expect when you ignore the advice?!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6582967, member: 42582"] Thankfully I never had these issues. My own inclinations, combined with the 4e DMG advice on encounter building, meant that I never designed poxy-little piddle-about-and-achieve-nothing-significant encounters (the sort of filler that a module like Q1 is full off). And from the start I think my players worked out that [I]playing the game[/I] - which means putting your PC out there and trying to do stuff - is fun. Our first combat encounter in 4e, at 1st level, was adapted from Night's Dark Terror. The PCs' boat is attacked by bandits, who use a chain strung across the river to block it. I placed an islet/sand bar or two, plus gave the bandits a raft with their magic-user on it. And so in our first combat encounter we had PCs jumping from boat to sand bar, some ending up in the water, taking command of the enemy raft, the warlock teleporting around to take control of dry ground, and eventually the PCs making it to the shore to take down the enemy slinger. The thing is, the DMG makes it [I]plain as day[/I] that this is the sort of encounter the system supports. And there are modules out there - like Night's Dark Terror - that have this sort of thing in them. If people ignore the encounter building advice, and ignore the player-side advice, and then complain that they get these silly little grinds where nothing happens - well, what do you expect when you ignore the advice?! [/QUOTE]
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