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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thing I thought 4e did better: Monsters
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<blockquote data-quote="hawkeyefan" data-source="post: 6984547" data-attributes="member: 6785785"><p>[MENTION=42582]pemerton[/MENTION] I don't think the two statements are at odds. I do prefer to let the players determine what happens. That does not mean I don't step in from time to time.</p><p></p><p>To run with the Death Star scenario I would not simply engage the tractor beam immediately. Assuming the story led them there for a reason, I'd see what they did to try and get onboard. If they were clever, I'd let their plan work. If they had no plan or if they decided to attack, then tractor beam engaged. </p><p></p><p>You even offer this as a solution above so I don't think we disagree so much as you are misreading me and/or I'm not being clear.</p><p></p><p>I don't use unwinnable fights to trick the PCs into engaging and then having it result in a TPK. I never said that would be the end result. I'm sure it could be...but that would really be an absolute last resort for me. </p><p></p><p>However, I disagree in letting the PCs achieve victory in a scenario that the fiction has indicated to be unwinnable. It undermines the threat that the Death Star, and by extension the Empire, is meant to be. I think the same applies to monsters and other villains. So a Death Knight, in my opinion, should not wind up being as easy to kill as a far lesser threat. </p><p></p><p>And while I can understand the criticism that perhaps there are monsters whose mechanics don't support the threat that longtime gamers may expect...I understand this opinion and even share it to some extent...I think such issues are only exacerbated when these creatures employ weak tactics. </p><p></p><p>As for the indie approach you mention, I'm a bit indifferent. I am fine with how resolution mechanics and my narrative interact and work in my campaign. My players are very free to have their characters do what they like most of the time, but there is a story being told, so we have to stick to that a bit. Luckily, they enjoy the story, so they tend not to stray far afield from the thrust of the narrative. </p><p></p><p>Most of this is tangential to this thread, at best, though. If you want to discuss things further maybe we could find the old thread or start a new one? I hate to hijack a thread that's meant to be about comparing what 4E did better than 5E.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6984547, member: 6785785"] [MENTION=42582]pemerton[/MENTION] I don't think the two statements are at odds. I do prefer to let the players determine what happens. That does not mean I don't step in from time to time. To run with the Death Star scenario I would not simply engage the tractor beam immediately. Assuming the story led them there for a reason, I'd see what they did to try and get onboard. If they were clever, I'd let their plan work. If they had no plan or if they decided to attack, then tractor beam engaged. You even offer this as a solution above so I don't think we disagree so much as you are misreading me and/or I'm not being clear. I don't use unwinnable fights to trick the PCs into engaging and then having it result in a TPK. I never said that would be the end result. I'm sure it could be...but that would really be an absolute last resort for me. However, I disagree in letting the PCs achieve victory in a scenario that the fiction has indicated to be unwinnable. It undermines the threat that the Death Star, and by extension the Empire, is meant to be. I think the same applies to monsters and other villains. So a Death Knight, in my opinion, should not wind up being as easy to kill as a far lesser threat. And while I can understand the criticism that perhaps there are monsters whose mechanics don't support the threat that longtime gamers may expect...I understand this opinion and even share it to some extent...I think such issues are only exacerbated when these creatures employ weak tactics. As for the indie approach you mention, I'm a bit indifferent. I am fine with how resolution mechanics and my narrative interact and work in my campaign. My players are very free to have their characters do what they like most of the time, but there is a story being told, so we have to stick to that a bit. Luckily, they enjoy the story, so they tend not to stray far afield from the thrust of the narrative. Most of this is tangential to this thread, at best, though. If you want to discuss things further maybe we could find the old thread or start a new one? I hate to hijack a thread that's meant to be about comparing what 4E did better than 5E. [/QUOTE]
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