CapnZapp
Legend
Forked from: [http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html] Stalker0's Guide to Anti-Grind [/url]
The concept of a sandbox game is having a living dynamic world in which the heroes enter. What they do and where they go is very much up to them.
If they choose to ignore the warnings and venture out in Dangerous Terrain™, they will encounter high level opponents. Not because I the GM is out to spite them, but because this is the very definition of a sandbox game: that there are other things than level-appropriate fights out there, so be careful...
Now, given what Stalker0 is saying so eloquently, it seems 4th Edition is not a game system suitable to sandboxing: the thrill of exploring "high-level territory" is replaced by boredom and a lot of misses.
Or, in Stalker0's immortal words: "the source of great drama and excitement coupled with poignant loss and sometimes outright anger" is replaced by "the concept of grind".
Now, is this solvable, or is the sandbox game antithetical to D&D 4th Edition?
I've been thinking about this. Assuming Stalker's right (and everything suggests he is), how do I do a satisfying sandbox game using 4th edition?Stalker0 said:
Higher level Monsters – The Source of Grind
In some ways, 4e combat works exactly the opposite way of 3rd edition. In 3rd edition, when you threw high level encounters at your party, you often risked the chance of quickly killing some or all of your party (offense scaled quicker than defense). Such combats were often the source of great drama and excitement coupled with poignant loss and sometimes outright anger when a character was defeated.
In 4e, it works the opposite way (defense scales faster than offense). In 4e, fighting high level monsters usually doesn’t kill your party quickly as their damage doesn’t scale that fast. But the monsters have very high defenses and hit points making them hard to hit and very hard to kill…which leads to the concept of grind.
So my first piece of advice….focus your combat designs at the same level as your party. Use monsters of the party’s level (and scale other monsters into that range to accomplish the same). Your goal is to generate as much challenge to your party as you can with a standard monster group, and the rest of the guide is designed to help you do that.
Also, you may find some other pleasant side effects to sticking with standard monster encounters. My group has been steadily changing their opinion on maximizing their attack stats and damage, because the reality is 4e combats are decently quick when they are put at the party’s level, and you don’t have to be optimized to fight such encounters.
The concept of a sandbox game is having a living dynamic world in which the heroes enter. What they do and where they go is very much up to them.
If they choose to ignore the warnings and venture out in Dangerous Terrain™, they will encounter high level opponents. Not because I the GM is out to spite them, but because this is the very definition of a sandbox game: that there are other things than level-appropriate fights out there, so be careful...
Now, given what Stalker0 is saying so eloquently, it seems 4th Edition is not a game system suitable to sandboxing: the thrill of exploring "high-level territory" is replaced by boredom and a lot of misses.
Or, in Stalker0's immortal words: "the source of great drama and excitement coupled with poignant loss and sometimes outright anger" is replaced by "the concept of grind".
Now, is this solvable, or is the sandbox game antithetical to D&D 4th Edition?