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What Doesn't 4E Do Well?
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<blockquote data-quote="fuzzlewump" data-source="post: 5054748" data-attributes="member: 63214"><p>Yeah, for some reason the published adventures focus on dungeon crawling, but 4e is actually terrible for dungeon crawls. Combat is not quick, and it's meant to be epic and interesting for each character involved. What this means is that there should be less combats per story element, because those less combats will take the same amount of time as the more combats would in previous editions. If you find out the paladin of the church has fallen and go to confront him, there should be 1-2 combats. There should not be a 4-5 encounter long dungeon crawl to get to the paladin, because the players will quickly become bogged down and unmotivated.</p><p> </p><p>Finish that sentiment with skill challenges, skills in general, rituals, and utility powers and you or them could have a point. Yes, if you ignore what the game gives you for out of combat resolution, it is really hollow.</p><p> </p><p>I feel you. It took them until the pacifist(shielding?) cleric to get a handle on this idea. Something like confusion isn't the best example, as the effect is very much connected to the psych, and if 3E had damaged attached to it no one would even raise an eyebrow. At least "Sleep" doesn't have any damage.</p><p> </p><p>Like I said, 4E is really bad for the dungeon crawl. Like the OP said, attrition is much less of an issue in 4E. Combats take longer, but have the potential to be more interesting than a single battle in 3E if the writer of the adventure doesn't spread themselves thin trying to get their 1 paragraph of story to stretch over 3 levels. It's ridiculous really. The modules I've seen come out should cover 1 level at most based on the amount of story presented.</p></blockquote><p></p>
[QUOTE="fuzzlewump, post: 5054748, member: 63214"] Yeah, for some reason the published adventures focus on dungeon crawling, but 4e is actually terrible for dungeon crawls. Combat is not quick, and it's meant to be epic and interesting for each character involved. What this means is that there should be less combats per story element, because those less combats will take the same amount of time as the more combats would in previous editions. If you find out the paladin of the church has fallen and go to confront him, there should be 1-2 combats. There should not be a 4-5 encounter long dungeon crawl to get to the paladin, because the players will quickly become bogged down and unmotivated. Finish that sentiment with skill challenges, skills in general, rituals, and utility powers and you or them could have a point. Yes, if you ignore what the game gives you for out of combat resolution, it is really hollow. I feel you. It took them until the pacifist(shielding?) cleric to get a handle on this idea. Something like confusion isn't the best example, as the effect is very much connected to the psych, and if 3E had damaged attached to it no one would even raise an eyebrow. At least "Sleep" doesn't have any damage. Like I said, 4E is really bad for the dungeon crawl. Like the OP said, attrition is much less of an issue in 4E. Combats take longer, but have the potential to be more interesting than a single battle in 3E if the writer of the adventure doesn't spread themselves thin trying to get their 1 paragraph of story to stretch over 3 levels. It's ridiculous really. The modules I've seen come out should cover 1 level at most based on the amount of story presented. [/QUOTE]
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