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Thoughts after three sessions of 4E
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<blockquote data-quote="Lord Zardoz" data-source="post: 4330007" data-attributes="member: 704"><p>Regarding mobile enemies, I am not sure this will hold true once you start to regularly face 4th level and higher monsters. Goblins and Kobolds both have abilites that let them shift. Goblins shift if you miss them in combat, and Kobolds can shift as a minor action. Most of the other classic fodder types do not seem to have this. Zombies are very, very slow. Orcs, Hobgoblins, and Gnolls do not have shifting abilities, and neither do Skeletons.</p><p></p><p>But with Bull Rush and Grab making more sense than it used it, you can still try to use minions to push or pull players out of formation.</p><p></p><p>As for combat, what I think is catching some people off guard is that in addition to beefing up 1st level PC's, they also beefed up low level monsters significantly. A 3rd edition Kobold had +1 to hit and did 1d4-1 damage with a small shortsword at +0 to hit. A 4th edition Kobold Skirmisher has 27 Hp and does 1d8 damage at +6 to hit, gaining +1 to hit for each ally adjacent to the target. Basic flanking gives that Kobold a +9!</p><p></p><p>Players are more durable, and easier to heal, but they also get hit more often and take more damage. This is a change that I am liking greatly!</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4330007, member: 704"] Regarding mobile enemies, I am not sure this will hold true once you start to regularly face 4th level and higher monsters. Goblins and Kobolds both have abilites that let them shift. Goblins shift if you miss them in combat, and Kobolds can shift as a minor action. Most of the other classic fodder types do not seem to have this. Zombies are very, very slow. Orcs, Hobgoblins, and Gnolls do not have shifting abilities, and neither do Skeletons. But with Bull Rush and Grab making more sense than it used it, you can still try to use minions to push or pull players out of formation. As for combat, what I think is catching some people off guard is that in addition to beefing up 1st level PC's, they also beefed up low level monsters significantly. A 3rd edition Kobold had +1 to hit and did 1d4-1 damage with a small shortsword at +0 to hit. A 4th edition Kobold Skirmisher has 27 Hp and does 1d8 damage at +6 to hit, gaining +1 to hit for each ally adjacent to the target. Basic flanking gives that Kobold a +9! Players are more durable, and easier to heal, but they also get hit more often and take more damage. This is a change that I am liking greatly! END COMMUNICATION [/QUOTE]
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