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The Early Verdict (kinda long)
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<blockquote data-quote="helium3" data-source="post: 4328993" data-attributes="member: 31301"><p>Yeah, but you need to remember that they all exist outside of the normal "space" that a creature's stats occupy. There's the things that every creature has: Defense Scores, Ability Scores, Hit Points, Movement Modes, etc.</p><p></p><p>Then there's the thing that every creature has, but which differs from monster to monster both in how many of them there are AND what they do. That would be the powers. I suppose by this definition, stuff like resists, save bonuses and regeneration are powers as well.</p><p></p><p>The DMG specifically warns you not to construct encounters with creatures that fill every roll. The reason given is that it becomes too difficult to remember what all the different creatures can do.</p><p></p><p>The first two 4E sessions I ran had a DL 9 and two DL 11 combat encoutners. There was also a DL 10 non-combat encounter in the middle. That first encounter was quite a shock, but I figured out pretty quickly that there's a general "routine" that every creature follows that helps you to remember to use its powers. </p><p></p><p>The 3rd session was the first game of our 4E campaign proper and in the only encounter they fought, the creatures were pretty straightforward. None of them had powers that could mark, interrupt or impose conditions. Nor did they have any resists, vulnerabilities or regeneration. It was a cake-walk by comparison, which is partly why I wiped the floor with the party. I didn't have to focus on remembering to do things so I had time to think about my tactics.</p></blockquote><p></p>
[QUOTE="helium3, post: 4328993, member: 31301"] Yeah, but you need to remember that they all exist outside of the normal "space" that a creature's stats occupy. There's the things that every creature has: Defense Scores, Ability Scores, Hit Points, Movement Modes, etc. Then there's the thing that every creature has, but which differs from monster to monster both in how many of them there are AND what they do. That would be the powers. I suppose by this definition, stuff like resists, save bonuses and regeneration are powers as well. The DMG specifically warns you not to construct encounters with creatures that fill every roll. The reason given is that it becomes too difficult to remember what all the different creatures can do. The first two 4E sessions I ran had a DL 9 and two DL 11 combat encoutners. There was also a DL 10 non-combat encounter in the middle. That first encounter was quite a shock, but I figured out pretty quickly that there's a general "routine" that every creature follows that helps you to remember to use its powers. The 3rd session was the first game of our 4E campaign proper and in the only encounter they fought, the creatures were pretty straightforward. None of them had powers that could mark, interrupt or impose conditions. Nor did they have any resists, vulnerabilities or regeneration. It was a cake-walk by comparison, which is partly why I wiped the floor with the party. I didn't have to focus on remembering to do things so I had time to think about my tactics. [/QUOTE]
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