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<blockquote data-quote="ArcaneSpringboard" data-source="post: 5246085" data-attributes="member: 87400"><p>I've been playing the last couple of months, but will be returning to DMing this week. However, something occured in our last session that has raised a good question.</p><p></p><p>For context, please look at: </p><p></p><p><a href="http://bit.ly/9OeoYg" target="_blank">Arcane Springboard: House Rule: Stunned</a></p><p></p><p>Now, beyond extenuating circumstances where the DM is new to DMing, so did not realize that the players were in over their heads with a 4-man party, no Defender, with a Level +3 Solo, plus 6 minions who when killed healed the Solo to the effect of 90 hp.</p><p></p><p>The key part of the discussion the DM and I are having is whether or not the DM should always make the tactically correct move, even if that results in the player getting knocked out of the combat repeatedly.</p><p></p><p>Additional context that I didn't go into for the blog post: the solo had earlier been doing dominate powers but not being effective with them. She then turned to her 3-attack basic attack that did a whole lot of damage. </p><p></p><p>During this combat she attacked my sorcerer, and knocked him Unc, only a couple hp from death. The Artificer then healed me, making me concious but still prone at the feet of the Solo. So the DM attacked me again. Unc, a few hp from death. The Artificer then got me to use my Second Wind, so I was again concious at the feet of the Solo, but prone. Wack. Unc again.</p><p></p><p>So the question is this...even though it is tactically smart to try to kill the character, is the right 'game' move to do that? Effectively I spent the last four rounds of the combat not able to do anything, and compeletely unable to improve my condition.</p><p></p><p>A similar situation would be if you had a monster who had an At-Will power that could stun someone until the end of it's next turn. Let's say that tactically the smartest thing to do would be to make sure the PC's Wizard couldn't do anything. So the monster puts all of his attacks, every time, on the Wizard...potentially keeping him out of the combat for the entire encounter.</p><p></p><p>Or you have a couple of monsters that can do a Stunned, save ends. The first hits...then you wait until it wears off and then hit the same PC with the second one...</p><p></p><p>Our DM is not entirely wrong in this aspect...after all the great thing about 4e is that you don't have to pull your punches, even at low levels. However, one of the problematic aspects of 4e is that it is possible to remove a player from the combat for an extended length of time.</p><p></p><p>What do you guys think?</p></blockquote><p></p>
[QUOTE="ArcaneSpringboard, post: 5246085, member: 87400"] I've been playing the last couple of months, but will be returning to DMing this week. However, something occured in our last session that has raised a good question. For context, please look at: [url=http://bit.ly/9OeoYg]Arcane Springboard: House Rule: Stunned[/url] Now, beyond extenuating circumstances where the DM is new to DMing, so did not realize that the players were in over their heads with a 4-man party, no Defender, with a Level +3 Solo, plus 6 minions who when killed healed the Solo to the effect of 90 hp. The key part of the discussion the DM and I are having is whether or not the DM should always make the tactically correct move, even if that results in the player getting knocked out of the combat repeatedly. Additional context that I didn't go into for the blog post: the solo had earlier been doing dominate powers but not being effective with them. She then turned to her 3-attack basic attack that did a whole lot of damage. During this combat she attacked my sorcerer, and knocked him Unc, only a couple hp from death. The Artificer then healed me, making me concious but still prone at the feet of the Solo. So the DM attacked me again. Unc, a few hp from death. The Artificer then got me to use my Second Wind, so I was again concious at the feet of the Solo, but prone. Wack. Unc again. So the question is this...even though it is tactically smart to try to kill the character, is the right 'game' move to do that? Effectively I spent the last four rounds of the combat not able to do anything, and compeletely unable to improve my condition. A similar situation would be if you had a monster who had an At-Will power that could stun someone until the end of it's next turn. Let's say that tactically the smartest thing to do would be to make sure the PC's Wizard couldn't do anything. So the monster puts all of his attacks, every time, on the Wizard...potentially keeping him out of the combat for the entire encounter. Or you have a couple of monsters that can do a Stunned, save ends. The first hits...then you wait until it wears off and then hit the same PC with the second one... Our DM is not entirely wrong in this aspect...after all the great thing about 4e is that you don't have to pull your punches, even at low levels. However, one of the problematic aspects of 4e is that it is possible to remove a player from the combat for an extended length of time. What do you guys think? [/QUOTE]
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