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Whoa. 4e is hard on PC mortality rates.
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<blockquote data-quote="Najo" data-source="post: 4299901" data-attributes="member: 9959"><p>Here is what I can confirm from our experiences:</p><p></p><p>4e requires you to manage your healing surges, action points, daily powers and magic item uses much in the same way 3e had spell casters monitoring spell slots and charges. The intense part of 4e though is everyone has these resources and healing spell and second wind use up healing surges. So it can seem like a fight is going ok, and then all of the sudden the cleric is throwing spells at the wizard every turn because the wizard is in over their head and can't get to a safe position. Next thing you know the wizard is buring through his surges as the cleric heals him and it looks like he is going down and with him the control and area effect magic. Very intense.</p><p></p><p>The combat is much more about movement, position and group tactics more so than any previous edition. This is catching some groups off guard. Movement and position is key to the game which is how real combat tactics works. I really like this part of 4e. The encounters are awesome. Characters feel like action heroes instead of the 5' step and attack. Very intense too.</p><p></p><p>These two things together, mixed with interesting monster powers (like splitting oozes and shifty kobolds) makes the encounters very fluid and dangerous for groups without a battleplan.</p><p></p><p>I have seen groups go in with 5 people and no plan and get trashed by encounters lower than them. Then I have seen groups of 3 people at the same level or lower as that encounter go in with a plan and kick total butt. Good, sound tactics are key to the new D&D hands down. If you are having trouble with the encounter, look at how the group is working together to take out key targets, keep each other safe and use their resources wisely.</p></blockquote><p></p>
[QUOTE="Najo, post: 4299901, member: 9959"] Here is what I can confirm from our experiences: 4e requires you to manage your healing surges, action points, daily powers and magic item uses much in the same way 3e had spell casters monitoring spell slots and charges. The intense part of 4e though is everyone has these resources and healing spell and second wind use up healing surges. So it can seem like a fight is going ok, and then all of the sudden the cleric is throwing spells at the wizard every turn because the wizard is in over their head and can't get to a safe position. Next thing you know the wizard is buring through his surges as the cleric heals him and it looks like he is going down and with him the control and area effect magic. Very intense. The combat is much more about movement, position and group tactics more so than any previous edition. This is catching some groups off guard. Movement and position is key to the game which is how real combat tactics works. I really like this part of 4e. The encounters are awesome. Characters feel like action heroes instead of the 5' step and attack. Very intense too. These two things together, mixed with interesting monster powers (like splitting oozes and shifty kobolds) makes the encounters very fluid and dangerous for groups without a battleplan. I have seen groups go in with 5 people and no plan and get trashed by encounters lower than them. Then I have seen groups of 3 people at the same level or lower as that encounter go in with a plan and kick total butt. Good, sound tactics are key to the new D&D hands down. If you are having trouble with the encounter, look at how the group is working together to take out key targets, keep each other safe and use their resources wisely. [/QUOTE]
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Whoa. 4e is hard on PC mortality rates.
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