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*TTRPGs General
When status effects annoy the players
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<blockquote data-quote="Prism" data-source="post: 5158096" data-attributes="member: 9501"><p>I'm wondering whether this is more a factor of the adventures/encounters rather than the system. </p><p></p><p>A number of people have said that they are careful to avoid stacking or overusing status effects when they design their own creatures and encounters</p><p></p><p>Some might put togther an encounter without considering these things - coverted adventures from earlier editions could fall into this category</p><p></p><p>I feel that the 4e Wizards modules/dungeon often go a step further and create encounters with difficult stacking conditions. For example I would have no real problem creating an encounter with a monster with an at will close blase daze - there are many ways to either avoid all be caught or to negate the penalty via charging etc. I would also have no problem with a monster that has an at will area burst slide or pull. However from the encounters I have seen in modules, these two monsters would typically be used in conjunction to ensure that most of the party is dazed most of the time - and that would be promoted by the tactics section too.</p><p></p><p>Whether or not you enjoy that level of tactical play ie solving the combat problem of how to break this type of combo is entirely down to the group. In the game I DM our controller is very tactically minded and seems to enjoy the challenge of preventing the monsters using their status effects fully - some groups won't be that interested in that level of tactical play and will probably get hit with far more status effects</p><p></p><p>So I would either design/redesign each encounter or if I didn't have time and just wanted to play a module as written I would turn at will dazes, stuns etc into recharges and recharges into encounter powers - maybe up the damage a little too</p></blockquote><p></p>
[QUOTE="Prism, post: 5158096, member: 9501"] I'm wondering whether this is more a factor of the adventures/encounters rather than the system. A number of people have said that they are careful to avoid stacking or overusing status effects when they design their own creatures and encounters Some might put togther an encounter without considering these things - coverted adventures from earlier editions could fall into this category I feel that the 4e Wizards modules/dungeon often go a step further and create encounters with difficult stacking conditions. For example I would have no real problem creating an encounter with a monster with an at will close blase daze - there are many ways to either avoid all be caught or to negate the penalty via charging etc. I would also have no problem with a monster that has an at will area burst slide or pull. However from the encounters I have seen in modules, these two monsters would typically be used in conjunction to ensure that most of the party is dazed most of the time - and that would be promoted by the tactics section too. Whether or not you enjoy that level of tactical play ie solving the combat problem of how to break this type of combo is entirely down to the group. In the game I DM our controller is very tactically minded and seems to enjoy the challenge of preventing the monsters using their status effects fully - some groups won't be that interested in that level of tactical play and will probably get hit with far more status effects So I would either design/redesign each encounter or if I didn't have time and just wanted to play a module as written I would turn at will dazes, stuns etc into recharges and recharges into encounter powers - maybe up the damage a little too [/QUOTE]
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