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When did you enjoy 3.x?
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<blockquote data-quote="Xanaqui" data-source="post: 4231049" data-attributes="member: 56394"><p>The reality is that I'm still pretty happy with 3.x. after running and playing games through the low 20s several times, I have a pretty good idea of how to run with relatively few problems.</p><p></p><p>I'll probably be stealing some ideas from 4.x, though. And I may eventually switch.</p><p></p><p></p><p></p><p>In the unlikely event that this encounter repeats itself, grapple it. It is very painful to get the initial grapple, but once you've gotten one grappled, the combat is pretty much over.</p><p></p><p>P.S.: It's <a href="http://www.d20srd.org/srd/monsters/willOWisp.htm" target="_blank">Maze</a>, not Gate.</p><p></p><p></p><p>Yeah, in 3.x, DMing high level PCs is rough if you aren't used to it. Traps need to be more complex and often designed differently, or integrated as part of the encounter with creatures, and creature encounters can be difficult to have turn out the way you expect - I remember numerous high-level (EL 21+) encounters ending prior to any creature getting an action. One of the problems is that CRs aren't very accurate overall, and the discrepancies show up more and more at higher levels. One solution that works pretty well is the scaling encounter. Essentially, have the party meet a few creatures at first, and then add more each round until they seem sufficiently challenged, then stop, or change it to a trickle. Another solution is to have the party enter into a combat between two (or more) other groups. If the party acts powerfully enough, the other groups will try to take out the party; otherwise, they'll leave at least some forces on each other. </p><p></p><p>Even worse, though, is that the differing power curves mean that certain classes are intrinsically far stronger than others at high levels. When a single party member is stronger than the rest of the party, it can be difficult to keep the weaker party members feeling useful. I ended up having to design various encounters to showcase different PCs. This time, I'm planning to try to make melee more useful at high levels via deliberately modifying the equipment curve.</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 4231049, member: 56394"] The reality is that I'm still pretty happy with 3.x. after running and playing games through the low 20s several times, I have a pretty good idea of how to run with relatively few problems. I'll probably be stealing some ideas from 4.x, though. And I may eventually switch. In the unlikely event that this encounter repeats itself, grapple it. It is very painful to get the initial grapple, but once you've gotten one grappled, the combat is pretty much over. P.S.: It's [URL=http://www.d20srd.org/srd/monsters/willOWisp.htm]Maze[/URL], not Gate. Yeah, in 3.x, DMing high level PCs is rough if you aren't used to it. Traps need to be more complex and often designed differently, or integrated as part of the encounter with creatures, and creature encounters can be difficult to have turn out the way you expect - I remember numerous high-level (EL 21+) encounters ending prior to any creature getting an action. One of the problems is that CRs aren't very accurate overall, and the discrepancies show up more and more at higher levels. One solution that works pretty well is the scaling encounter. Essentially, have the party meet a few creatures at first, and then add more each round until they seem sufficiently challenged, then stop, or change it to a trickle. Another solution is to have the party enter into a combat between two (or more) other groups. If the party acts powerfully enough, the other groups will try to take out the party; otherwise, they'll leave at least some forces on each other. Even worse, though, is that the differing power curves mean that certain classes are intrinsically far stronger than others at high levels. When a single party member is stronger than the rest of the party, it can be difficult to keep the weaker party members feeling useful. I ended up having to design various encounters to showcase different PCs. This time, I'm planning to try to make melee more useful at high levels via deliberately modifying the equipment curve. [/QUOTE]
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