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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9567936" data-attributes="member: 710"><p>On that vein, I think 4E prime feature is that it does really nice set piece combats.</p><p>So a change I would make is to make this explicit in the DMG and account for it in any published adventures. </p><p></p><p>Instead of having a dungeon with 10 rooms full of party level enemies, boil it down to something like 3 fights, each over several multi-room areas. Include guidelines how to handle "waves" of enemies (like when your fight attracts attention from neighboring rooms, but you have a few rounds until reeinforcement arrive. That's a more challenging fight then having a short rest betweem each fight, but there is still a difference between 20 enemies at once or 4 enemies in groups of 5 every 3 rounds.)</p><p></p><p>Advancement rules should also not expect too many fights per level, and define a reasonable ratio between non-combat and combat related tasks that need to accrue for a new level. I don't necessarily need or want XP (though I really liked the encounter budget guidelines, which worked fairly well, except maybe for the "wave-of-enemy-scenario", where you could definitely push the budget considerably before it wrecks the party.)</p><p></p><p>In turn, make sure your PHB ro at least the DMG advice about stuff that is not combat, and have meaningful but not overly intrusive rules for it. The DMG skill challenge rules were flawed mathematically, but I would also look into if it needs more mechanics. I would like some suggestions on how to set the stakes and how failures lead to compromises, and also I would like playsers to have some resources that allow them to say "this part is where i spend a limited resource to improve our chances, or to improve the outcome."</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9567936, member: 710"] On that vein, I think 4E prime feature is that it does really nice set piece combats. So a change I would make is to make this explicit in the DMG and account for it in any published adventures. Instead of having a dungeon with 10 rooms full of party level enemies, boil it down to something like 3 fights, each over several multi-room areas. Include guidelines how to handle "waves" of enemies (like when your fight attracts attention from neighboring rooms, but you have a few rounds until reeinforcement arrive. That's a more challenging fight then having a short rest betweem each fight, but there is still a difference between 20 enemies at once or 4 enemies in groups of 5 every 3 rounds.) Advancement rules should also not expect too many fights per level, and define a reasonable ratio between non-combat and combat related tasks that need to accrue for a new level. I don't necessarily need or want XP (though I really liked the encounter budget guidelines, which worked fairly well, except maybe for the "wave-of-enemy-scenario", where you could definitely push the budget considerably before it wrecks the party.) In turn, make sure your PHB ro at least the DMG advice about stuff that is not combat, and have meaningful but not overly intrusive rules for it. The DMG skill challenge rules were flawed mathematically, but I would also look into if it needs more mechanics. I would like some suggestions on how to set the stakes and how failures lead to compromises, and also I would like playsers to have some resources that allow them to say "this part is where i spend a limited resource to improve our chances, or to improve the outcome." [/QUOTE]
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