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Where the break between pro and anti 4e is
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<blockquote data-quote="ferratus" data-source="post: 4096613" data-attributes="member: 55966"><p>Use the pregenerated characters, and use the monsters that have been released, and play through the game.</p><p></p><p>Trust me, it certainly isn't impossible to die. You don't need to put the party against monsters they can't possibly defeat to kill them. Do you know what you do to kill characters?</p><p></p><p>Get them in over their heads by exploiting their tactical mistakes. Have traps and other defenses go off if they choose to fight monsters on the monster's chosen ground. Make a small battle into a big battle if they aren't smart enough to quietly assassinate the sentries. Choose monsters that will take advantage of the weaknesses in the powers they have chosen. </p><p></p><p>Most of all, actually build a decent sized dungeon and don't let them nap. Pretty soon I can guarantee you that most of the healing surges will be gone, just in time for the climatic battle. That's the way it should be for all of us who want the story of the dungeon to be told. I can be rewarded for my sadistic plots, creatures and traps instead of being punished for it. How did 2e -3.5e punish me? </p><p></p><p>By forcing me to come up with reasons not to attack the mage (until he had stoneskin)</p><p>By forcing me to come up with a series of boring, easy encounters that barely scratched the party, so they didn't get slaughtered by the big boss.</p><p>By forcing me to allow sleeping in the middle of the dungeon.</p><p>By forcing my cleric player to blow all his cool miracles on healing.</p><p></p><p>I'm sorry I'm getting a little angry, but this just really gets my goat. Healing surges make the story flow so much better that I can't imagine going back to not having this mechanic or something like it. </p><p></p><p>Did I mention you can have 10 challenging fights in a single dungeon, fights that can carry the chance of a risk of death in each fight? Don't you realize how boring 3.5 fights would have to be if you did that in the old system? How pointless the first 9 would have to be?</p><p></p><p>That's of course if you wanted to be fair. For the rest of you, I remember your games. I HATED them. Continuously trying to get back up to a reasonable amount of hit points so you didn't die if you encountered the next monster. God forbid if you wanted to actually move a little closer to your character's goals or to go up a level instead of squirming around in a corner of a dungeon trying to get enough rest to survive past the next encounter.</p><p></p><p>Healing surges are for these reasons the best damn thing to happen on both sides of the DM screen since the invention of 3e feats. For the last objection, that saying magic words of healing is more "realistic" than finding a surge of strength and fighting on despite your wounds... what the bloody hell!? If you're not willing to suspend your disbelief for a little bit of superhuman endurance but are willing to suspend your disbelief about the basic laws of causality then that is incredibly flaky.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4096613, member: 55966"] Use the pregenerated characters, and use the monsters that have been released, and play through the game. Trust me, it certainly isn't impossible to die. You don't need to put the party against monsters they can't possibly defeat to kill them. Do you know what you do to kill characters? Get them in over their heads by exploiting their tactical mistakes. Have traps and other defenses go off if they choose to fight monsters on the monster's chosen ground. Make a small battle into a big battle if they aren't smart enough to quietly assassinate the sentries. Choose monsters that will take advantage of the weaknesses in the powers they have chosen. Most of all, actually build a decent sized dungeon and don't let them nap. Pretty soon I can guarantee you that most of the healing surges will be gone, just in time for the climatic battle. That's the way it should be for all of us who want the story of the dungeon to be told. I can be rewarded for my sadistic plots, creatures and traps instead of being punished for it. How did 2e -3.5e punish me? By forcing me to come up with reasons not to attack the mage (until he had stoneskin) By forcing me to come up with a series of boring, easy encounters that barely scratched the party, so they didn't get slaughtered by the big boss. By forcing me to allow sleeping in the middle of the dungeon. By forcing my cleric player to blow all his cool miracles on healing. I'm sorry I'm getting a little angry, but this just really gets my goat. Healing surges make the story flow so much better that I can't imagine going back to not having this mechanic or something like it. Did I mention you can have 10 challenging fights in a single dungeon, fights that can carry the chance of a risk of death in each fight? Don't you realize how boring 3.5 fights would have to be if you did that in the old system? How pointless the first 9 would have to be? That's of course if you wanted to be fair. For the rest of you, I remember your games. I HATED them. Continuously trying to get back up to a reasonable amount of hit points so you didn't die if you encountered the next monster. God forbid if you wanted to actually move a little closer to your character's goals or to go up a level instead of squirming around in a corner of a dungeon trying to get enough rest to survive past the next encounter. Healing surges are for these reasons the best damn thing to happen on both sides of the DM screen since the invention of 3e feats. For the last objection, that saying magic words of healing is more "realistic" than finding a surge of strength and fighting on despite your wounds... what the bloody hell!? If you're not willing to suspend your disbelief for a little bit of superhuman endurance but are willing to suspend your disbelief about the basic laws of causality then that is incredibly flaky. [/QUOTE]
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