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<blockquote data-quote="Scott Christian" data-source="post: 9739572" data-attributes="member: 6901101"><p>Yes, exceptions, when limited, are not always a fair counterargument. And you are right, it is part art. In my opinion, almost 50%. There are so many variables, as the D20 can be a bit swingy. This is especially true when you start adding in saving throws and conditions and higher-level damage for characters that have a broad range of hit points. (Think of that fighter that has 150 hp and a 20 AC and the wizard that has 60 hp and a 15 AC.) </p><p>But I found 4e to be intuitive when encounter building. Perhaps, that is because the stat blocks were written a bit more readable, perhaps the powers used were more straightforward, or maybe it was even more a focus of the game itself. (Which, to me, it very much seemed to be, especially the way they laid out each "Encounter.")</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9739572, member: 6901101"] Yes, exceptions, when limited, are not always a fair counterargument. And you are right, it is part art. In my opinion, almost 50%. There are so many variables, as the D20 can be a bit swingy. This is especially true when you start adding in saving throws and conditions and higher-level damage for characters that have a broad range of hit points. (Think of that fighter that has 150 hp and a 20 AC and the wizard that has 60 hp and a 15 AC.) But I found 4e to be intuitive when encounter building. Perhaps, that is because the stat blocks were written a bit more readable, perhaps the powers used were more straightforward, or maybe it was even more a focus of the game itself. (Which, to me, it very much seemed to be, especially the way they laid out each "Encounter.") [/QUOTE]
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