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<blockquote data-quote="UngainlyTitan" data-source="post: 5772022" data-attributes="member: 28487"><p>I lke most of 4e, </p><p>I have no issues with the encounter, I like a reliable measure of what is balanced but it should be clear that is it ok to throw unbalance encounters in hte way also. Some discussion of playstyles that involve that should be in the DM advice. </p><p>I do think that 4e combat could be a little more swingy. I have no problem with combat as swingy as 3e sans save or suck effects. </p><p>DM advice either in the DM books or preferably in the adventure notes should indicate how the natives in a location react to interlopers. Will they get reinforcements, or run. Encourage DM's to cause loosing monsters to flee to their buddies down the corridor.</p><p></p><p>I really like the self contained monster statblock and the general ease of prep in 4e.</p><p></p><p>I have no real problem with powers but I would prefer if all powers scaled by tier or level</p><p></p><p>I would prefer if there were no dependancies on magic items but the items having wierd wacky and frackly unbalancing powers. However, the default would be that a character would get no more than a couple of magic items in the course of their career. </p><p></p><p>Liked artifacts and really liked rituals though I would advocate the existance of holding the ritual in a near complete state to be completed later. Either by creation of consumables for minor effects or by sacrificing other powers or options.</p><p></p><p>From KM's list;</p><p>I htink that the encounter adventrure issues could be addresses by better DM advice in the module about how the inhabitants of a location </p><p>react ot the actions of the PC's</p><p></p><p>I do not share his concern on doing more than fight things and I really like 4e combat. I find it very cinematic.</p><p></p><p>I see his point on the powers and like the idea of powersfrom a source being pooled in common. I would go further that powers would be pooled by source and role and that role be independant from class.</p><p></p><p>By that I mean, a rogue someone that has a specialisation in breaking into places. A stricker is a character that specialises in high damage output. So the class would be fighting man, but one could be a defender and another a striker and a third be a controller and all have the skills in breaking in to secure places. the magic User could be combat controller with a sideline in wilderness survival.</p><p></p><p>I agree on treasure, less of it but more dramatic effects.</p><p></p><p>Not sure what the issue is with monsters.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 5772022, member: 28487"] I lke most of 4e, I have no issues with the encounter, I like a reliable measure of what is balanced but it should be clear that is it ok to throw unbalance encounters in hte way also. Some discussion of playstyles that involve that should be in the DM advice. I do think that 4e combat could be a little more swingy. I have no problem with combat as swingy as 3e sans save or suck effects. DM advice either in the DM books or preferably in the adventure notes should indicate how the natives in a location react to interlopers. Will they get reinforcements, or run. Encourage DM's to cause loosing monsters to flee to their buddies down the corridor. I really like the self contained monster statblock and the general ease of prep in 4e. I have no real problem with powers but I would prefer if all powers scaled by tier or level I would prefer if there were no dependancies on magic items but the items having wierd wacky and frackly unbalancing powers. However, the default would be that a character would get no more than a couple of magic items in the course of their career. Liked artifacts and really liked rituals though I would advocate the existance of holding the ritual in a near complete state to be completed later. Either by creation of consumables for minor effects or by sacrificing other powers or options. From KM's list; I htink that the encounter adventrure issues could be addresses by better DM advice in the module about how the inhabitants of a location react ot the actions of the PC's I do not share his concern on doing more than fight things and I really like 4e combat. I find it very cinematic. I see his point on the powers and like the idea of powersfrom a source being pooled in common. I would go further that powers would be pooled by source and role and that role be independant from class. By that I mean, a rogue someone that has a specialisation in breaking into places. A stricker is a character that specialises in high damage output. So the class would be fighting man, but one could be a defender and another a striker and a third be a controller and all have the skills in breaking in to secure places. the magic User could be combat controller with a sideline in wilderness survival. I agree on treasure, less of it but more dramatic effects. Not sure what the issue is with monsters. [/QUOTE]
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