tag:blogger.com,1999:blog-28751902.post1149886838957440390..comments2024-03-26T02:31:48.024-05:00Comments on Trollsmyth: Living with 4etrollsmythhttp://www.blogger.com/profile/01895349218958093151noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-28751902.post-13508625603908995612008-08-30T14:23:00.000-05:002008-08-30T14:23:00.000-05:00Glad you found it interesting. I'm happy to say t...Glad you found it interesting. I'm happy to say that 4e continues to be fun to play for my group, so it's not just the "new" factor at work. On the other hand, those who don't like the style of play likely won't find it any more appealing at higher levels... it's stayed remarkably consistent so far, unlike previous editions, where the game became radically different some time between level 5 and level 11.<BR/><BR/>@Oddysey: It depends on the team composition; as long as there's at least one leader and at least one defender, though, you're good for at least three or four encounters in a row (assuming a short rest between each one). I've had my group push through seven, although I was using my <A HREF="http://abutterflydreaming.com/2008/08/24/dramatic-timing-the-action-cache/" REL="nofollow">action cache mechanic</A>, which skewed things in their favor.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-28751902.post-62178423062134243922008-08-28T19:20:00.000-05:002008-08-28T19:20:00.000-05:00If I could convince my players to go along with it...If I could convince my players to go along with it, I'd like to find out how many encounters a well-run 4e team can handle before they all die, and what the attrition curve looks like in that exercise. I suspect it's "you're fine until you're dead," and everyone goes down at once when they reach their limit. But I'd want to see.<BR/><BR/>Probably won't happen for a while; next semester I'll be too busy running (Mongoose) Traveller, and I've sworn off running 4e for my home group.Nataliehttps://www.blogger.com/profile/15528192783751011497noreply@blogger.com