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	<title>Comments on: Handling A Legion Of Padded Supermen</title>
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		<title>By: Mike Lemmer</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56009</link>
		<dc:creator>Mike Lemmer</dc:creator>
		<pubDate>Wed, 05 Aug 2009 20:24:40 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56009</guid>
		<description>Another question is, how do you let the PCs escape from overpowering baddies without sacrificing one of them? A lot of fantasy stories use desperate retreats as a way to kill off a teammate. Even the iconic Balrolg fight required Gandalf to fight it off to let the others get away.

PCs are reluctant to retreat. PCs are &lt;i&gt;really&lt;/i&gt; reluctant to retreat if it means leaving one of their own behind. Perhaps if you emphasize smart use of slow/immobilize effects in such an encounter? You could only use 1, maybe 2, &quot;RUN AWAY!&quot; monsters; it would be difficult as hell to simultaneously slow down more than that. You could add more weak monsters that can chase the PCs or slow them down; the PCs would have to kill those off first. That would also take advantage of PCs&#039; tendency to kill off the weak ones first; all their attacks wouldn&#039;t be devoted solely to realizing &quot;we can&#039;t take this guy&quot; and thus wasted.

Ideas:
-Pair up a tough, low-damage elite they can&#039;t defeat with a weak controller they have to kill to escape.
-A slow-moving bruiser the size of a semi truck works with a ton of fast minions that swarm around the PCs and get in tons of opportunity attacks as they try to retreat. Actions points &amp; area attacks save the day.
-The PCs face off against 4+ equal-level elites along a narrow cliff. The elites don&#039;t have push powers; the PCs do. Expected tactic: push off 2 of them, kill the other two. Bonus points for pushing off all 4 and cutting the encounter short.</description>
		<content:encoded><![CDATA[<p>Another question is, how do you let the PCs escape from overpowering baddies without sacrificing one of them? A lot of fantasy stories use desperate retreats as a way to kill off a teammate. Even the iconic Balrolg fight required Gandalf to fight it off to let the others get away.</p>
<p>PCs are reluctant to retreat. PCs are <i>really</i> reluctant to retreat if it means leaving one of their own behind. Perhaps if you emphasize smart use of slow/immobilize effects in such an encounter? You could only use 1, maybe 2, &#8220;RUN AWAY!&#8221; monsters; it would be difficult as hell to simultaneously slow down more than that. You could add more weak monsters that can chase the PCs or slow them down; the PCs would have to kill those off first. That would also take advantage of PCs&#8217; tendency to kill off the weak ones first; all their attacks wouldn&#8217;t be devoted solely to realizing &#8220;we can&#8217;t take this guy&#8221; and thus wasted.</p>
<p>Ideas:<br />
-Pair up a tough, low-damage elite they can&#8217;t defeat with a weak controller they have to kill to escape.<br />
-A slow-moving bruiser the size of a semi truck works with a ton of fast minions that swarm around the PCs and get in tons of opportunity attacks as they try to retreat. Actions points &amp; area attacks save the day.<br />
-The PCs face off against 4+ equal-level elites along a narrow cliff. The elites don&#8217;t have push powers; the PCs do. Expected tactic: push off 2 of them, kill the other two. Bonus points for pushing off all 4 and cutting the encounter short.</p>
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		<title>By: Helmsman</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56008</link>
		<dc:creator>Helmsman</dc:creator>
		<pubDate>Tue, 04 Aug 2009 18:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56008</guid>
		<description>Since I know nothing about these healing surge thingys I have to say I really like you way of working the reward mechanics into escaping.  You&#039;ve always had a really keen grasp of how to make things work within the rules that I respect.
.-= Helmsman&#180;s last blog ..&lt;a href=&quot;http://schoonerhelm.blogspot.com/2009/07/contemporary-rpg-settings.html&quot; rel=&quot;nofollow&quot;&gt;Contemporary RPG Settings&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Since I know nothing about these healing surge thingys I have to say I really like you way of working the reward mechanics into escaping.  You&#8217;ve always had a really keen grasp of how to make things work within the rules that I respect.<br />
.-= Helmsman&#180;s last blog ..<a href="http://schoonerhelm.blogspot.com/2009/07/contemporary-rpg-settings.html" rel="nofollow">Contemporary RPG Settings</a> =-.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56007</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Tue, 04 Aug 2009 14:19:38 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56007</guid>
		<description>@Tim:I have a blog post I&#039;ve been nurturing about just that.  As Players discover the secret tech of synergistic team play, the DM is hard pressed to keep up.  I&#039;ve long said that you can build a party of PC like a Magic the Gathering deck that is played by a team.

What makes them so efficient is that they ALWAYS have a game plan and contingencies.  Stiking to the plan is what makes the encounter easy for them.

The secret of challenging players in fight is to use the Encounter design tools (Traps, Hindering/damaging terrain, Monster roles and XP budgets) to build encounters exactly like you would build your own &#039;Deck&#039;.  You need to go beyond &#039;2 Soldiers, 1 controler, 2 Artillery&#039; basics of encounter design and find monsters that mesh together.

The Monster abilities were designed to create combos with other powers.  Look for them during encounter design.

Then the next step, much like a Magic game,  is to break the party&#039;s game plan.  Isolate/Immobilize the Rogue,  force defenders to go one on One, keep Artillery away from all PCs, drop the Leader to 0 HP early in the fight, etc.

The goal is not to win vs the PCs... the goal is to destabilize them to break their game plans.   Now players feel pressed to find a new plan.

To be visited later in a post!</description>
		<content:encoded><![CDATA[<p>@Tim:I have a blog post I&#8217;ve been nurturing about just that.  As Players discover the secret tech of synergistic team play, the DM is hard pressed to keep up.  I&#8217;ve long said that you can build a party of PC like a Magic the Gathering deck that is played by a team.</p>
<p>What makes them so efficient is that they ALWAYS have a game plan and contingencies.  Stiking to the plan is what makes the encounter easy for them.</p>
<p>The secret of challenging players in fight is to use the Encounter design tools (Traps, Hindering/damaging terrain, Monster roles and XP budgets) to build encounters exactly like you would build your own &#8216;Deck&#8217;.  You need to go beyond &#8217;2 Soldiers, 1 controler, 2 Artillery&#8217; basics of encounter design and find monsters that mesh together.</p>
<p>The Monster abilities were designed to create combos with other powers.  Look for them during encounter design.</p>
<p>Then the next step, much like a Magic game,  is to break the party&#8217;s game plan.  Isolate/Immobilize the Rogue,  force defenders to go one on One, keep Artillery away from all PCs, drop the Leader to 0 HP early in the fight, etc.</p>
<p>The goal is not to win vs the PCs&#8230; the goal is to destabilize them to break their game plans.   Now players feel pressed to find a new plan.</p>
<p>To be visited later in a post!</p>
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		<title>By: mmaranda</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56006</link>
		<dc:creator>mmaranda</dc:creator>
		<pubDate>Tue, 04 Aug 2009 14:11:17 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56006</guid>
		<description>One of the rules I&#039;ve established for PCs early on in the campaign was that I wasn&#039;t going to play &quot;fair&quot; not every fight is going to be at level or reasonable difficulty.  The idea of running away to fight later is and should be available to you.

If the party decides to flee I roll on a custom chart for affects of an overwhelming battle.  The results vary wildly from escape, to parley, loss of items, or capture.

The players know the chart and know the modifiers if PCs are already fallen or &quot;dead&quot;.

The added benefit of this is that if an unlucky first hit &quot;kills&quot; a PC I can ret-con due to the chart and not tax the PCs the gold for death but will leave -1 until three milestones death penalty around.</description>
		<content:encoded><![CDATA[<p>One of the rules I&#8217;ve established for PCs early on in the campaign was that I wasn&#8217;t going to play &#8220;fair&#8221; not every fight is going to be at level or reasonable difficulty.  The idea of running away to fight later is and should be available to you.</p>
<p>If the party decides to flee I roll on a custom chart for affects of an overwhelming battle.  The results vary wildly from escape, to parley, loss of items, or capture.</p>
<p>The players know the chart and know the modifiers if PCs are already fallen or &#8220;dead&#8221;.</p>
<p>The added benefit of this is that if an unlucky first hit &#8220;kills&#8221; a PC I can ret-con due to the chart and not tax the PCs the gold for death but will leave -1 until three milestones death penalty around.</p>
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		<title>By: Tim White</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56005</link>
		<dc:creator>Tim White</dc:creator>
		<pubDate>Tue, 04 Aug 2009 13:56:58 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56005</guid>
		<description>Hi all!

 I agree that Surges are the new hitpoints, and hitpoints are more like SDC in the Palladium system.  I&#039;ve also never used hitpoints as lifepoints - @ChattyDM&#039;s definition is my preferred one as well.

 I&#039;ve had a heck of a time since my Return to Northmoor PCs hit Paragon - I can&#039;t seem to challenge them adequately.  I ran a level 15 solo, and it didn&#039;t really even phase them - they are hyper efficient on the Fighter-&gt;Cleric teamup, and I bloodied the fighter 5 times in one battle to no avail.

 I&#039;m concerned because I&#039;m starting to feel antagonistic. :)
.-= Tim White&#180;s last blog ..&lt;a href=&quot;http://northmoor.spookyouthouse.com/dnd/podcast/adventure/return-to-northmoor-episode-17-actual-play-of-session-8-part-i/&quot; rel=&quot;nofollow&quot;&gt;Return to Northmoor Episode 17 – Actual Play of Session 8, Part I&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Hi all!</p>
<p> I agree that Surges are the new hitpoints, and hitpoints are more like SDC in the Palladium system.  I&#8217;ve also never used hitpoints as lifepoints &#8211; @ChattyDM&#8217;s definition is my preferred one as well.</p>
<p> I&#8217;ve had a heck of a time since my Return to Northmoor PCs hit Paragon &#8211; I can&#8217;t seem to challenge them adequately.  I ran a level 15 solo, and it didn&#8217;t really even phase them &#8211; they are hyper efficient on the Fighter-&gt;Cleric teamup, and I bloodied the fighter 5 times in one battle to no avail.</p>
<p> I&#8217;m concerned because I&#8217;m starting to feel antagonistic. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.-= Tim White&#180;s last blog ..<a href="http://northmoor.spookyouthouse.com/dnd/podcast/adventure/return-to-northmoor-episode-17-actual-play-of-session-8-part-i/" rel="nofollow">Return to Northmoor Episode 17 – Actual Play of Session 8, Part I</a> =-.</p>
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		<title>By: Wyatt</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56004</link>
		<dc:creator>Wyatt</dc:creator>
		<pubDate>Mon, 03 Aug 2009 22:10:13 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56004</guid>
		<description>Sian makes a good point about film terms. 4e is very cinematic and can easily evoke a &quot;fantasy hollywood movie&quot; feel in its combat (or a fantasy anime or manga feel, at least to me), which is good to keep in mind as a way to explain and rationalize hit points and such if you can&#039;t find any other way. How did you get up? You&#039;re the gritty hero of the movie, and your resolve and courage are yet to be conquered. The drama of the scene demands you get up! Well, maybe not so heavy-handedly, but you get the point, right? In the anime and manga fandom we tend to call that a &quot;resolve/courage/friendship powerup&quot; and it&#039;s viewed somewhat unkindly, but I like it in games.

Thanks everybody for reading and commenting, by the way :)
.-= Wyatt&#180;s last blog ..&lt;a href=&quot;http://spiritsofeden.wordpress.com/2009/08/03/wizards-tells-you-to-roleplay-in-4e/&quot; rel=&quot;nofollow&quot;&gt;Wizard’s tells you to roleplay in 4e.&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Sian makes a good point about film terms. 4e is very cinematic and can easily evoke a &#8220;fantasy hollywood movie&#8221; feel in its combat (or a fantasy anime or manga feel, at least to me), which is good to keep in mind as a way to explain and rationalize hit points and such if you can&#8217;t find any other way. How did you get up? You&#8217;re the gritty hero of the movie, and your resolve and courage are yet to be conquered. The drama of the scene demands you get up! Well, maybe not so heavy-handedly, but you get the point, right? In the anime and manga fandom we tend to call that a &#8220;resolve/courage/friendship powerup&#8221; and it&#8217;s viewed somewhat unkindly, but I like it in games.</p>
<p>Thanks everybody for reading and commenting, by the way <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.-= Wyatt&#180;s last blog ..<a href="http://spiritsofeden.wordpress.com/2009/08/03/wizards-tells-you-to-roleplay-in-4e/" rel="nofollow">Wizard’s tells you to roleplay in 4e.</a> =-.</p>
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		<title>By: Sian</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56003</link>
		<dc:creator>Sian</dc:creator>
		<pubDate>Mon, 03 Aug 2009 21:16:22 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56003</guid>
		<description>@ChattyDM  I consider any HP damage before bloodied status to be nothing but close-calls and scratches. &#039;Bloodied&#039; is the &#039;hero wound&#039; that doesn&#039;t actually impair the character any but lends gravitas to the situation and motivation to reach into reserves of energy. The only real wounds are the sort that actually put a character down, forcing magic or potion or first aid to bring them back up, and even that could often just be a nasty bump to the head. I guess it helps to think in film terms. ;)</description>
		<content:encoded><![CDATA[<p>@ChattyDM  I consider any HP damage before bloodied status to be nothing but close-calls and scratches. &#8216;Bloodied&#8217; is the &#8216;hero wound&#8217; that doesn&#8217;t actually impair the character any but lends gravitas to the situation and motivation to reach into reserves of energy. The only real wounds are the sort that actually put a character down, forcing magic or potion or first aid to bring them back up, and even that could often just be a nasty bump to the head. I guess it helps to think in film terms. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Wyatt</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56002</link>
		<dc:creator>Wyatt</dc:creator>
		<pubDate>Mon, 03 Aug 2009 20:59:38 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56002</guid>
		<description>Yan is correct. Not all monsters have a second wind or other such ability, but all of them have at least 1 healing surge. You could change your houserule to allow the bloodied critical, but give all monsters Second Wind so they have some ability to recover from the massive damage, thus maintaining the little balance you had going there.
.-= Wyatt&#180;s last blog ..&lt;a href=&quot;http://spiritsofeden.wordpress.com/2009/08/03/wizards-tells-you-to-roleplay-in-4e/&quot; rel=&quot;nofollow&quot;&gt;Wizard’s tells you to roleplay in 4e.&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Yan is correct. Not all monsters have a second wind or other such ability, but all of them have at least 1 healing surge. You could change your houserule to allow the bloodied critical, but give all monsters Second Wind so they have some ability to recover from the massive damage, thus maintaining the little balance you had going there.<br />
.-= Wyatt&#180;s last blog ..<a href="http://spiritsofeden.wordpress.com/2009/08/03/wizards-tells-you-to-roleplay-in-4e/" rel="nofollow">Wizard’s tells you to roleplay in 4e.</a> =-.</p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56001</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Mon, 03 Aug 2009 20:42:38 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56001</guid>
		<description>&quot;unless the monster has a HS also – which is rare.&quot; Well the DMG (or was it the MM) said that every monster as healing surge base on their tier. 1st tier =1 HS, 2nd tier = 2HS and 3rd tier = 3HS. This makes it limited but not rare. What is rare is creature that as ability to use it though.</description>
		<content:encoded><![CDATA[<p>&#8220;unless the monster has a HS also – which is rare.&#8221; Well the DMG (or was it the MM) said that every monster as healing surge base on their tier. 1st tier =1 HS, 2nd tier = 2HS and 3rd tier = 3HS. This makes it limited but not rare. What is rare is creature that as ability to use it though.</p>
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		<title>By: jonathan</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-56000</link>
		<dc:creator>jonathan</dc:creator>
		<pubDate>Mon, 03 Aug 2009 19:32:26 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-56000</guid>
		<description>&quot;Healing surges are the new hitpoints&quot; - I suppose I agree with Greywulf. A house rule we use in our game is that when monsters score a critical, in addition to the damage dealt, you loose a healing surge. Players who score criticals immediately drop the monster to bloodied (or lower, depending on how much damage they do) - unless the monster has a HS also - which is rare.</description>
		<content:encoded><![CDATA[<p>&#8220;Healing surges are the new hitpoints&#8221; &#8211; I suppose I agree with Greywulf. A house rule we use in our game is that when monsters score a critical, in addition to the damage dealt, you loose a healing surge. Players who score criticals immediately drop the monster to bloodied (or lower, depending on how much damage they do) &#8211; unless the monster has a HS also &#8211; which is rare.</p>
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		<title>By: Kameron</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55999</link>
		<dc:creator>Kameron</dc:creator>
		<pubDate>Mon, 03 Aug 2009 18:15:51 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55999</guid>
		<description>I noticed myself falling into the trap of thinking I was invincible when I played a 4E paladin for the first time. &quot;Oh, I can take it. Our leader will heal me. Or I&#039;ll use my second wind.&quot; 1/4 of max hp disappears pretty quick when you&#039;re the meat shield.

As a DM, I&#039;ve never been one to throw &quot;really powerful&quot; monsters at players because they&#039;ve been steamrolling through encounters just to humble/scare them. I prefer to tweak future encounters by a level or two.

Regarding what HP represents, I was guilty of describing damage as wounds in previous editions. With the advent of Bloodied in 4E, it makes it easier for me to visualize it as just burning stamina, getting tired, feeling the burn. Blood doesn&#039;t start flowing until you fall below that 50% mark.
.-= Kameron&#180;s last blog ..&lt;a href=&quot;http://www.pathsofadventure.com/2009/07/30/4e-quests-for-sunless-citadel/&quot; rel=&quot;nofollow&quot;&gt;4E Quests for Sunless Citadel&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I noticed myself falling into the trap of thinking I was invincible when I played a 4E paladin for the first time. &#8220;Oh, I can take it. Our leader will heal me. Or I&#8217;ll use my second wind.&#8221; 1/4 of max hp disappears pretty quick when you&#8217;re the meat shield.</p>
<p>As a DM, I&#8217;ve never been one to throw &#8220;really powerful&#8221; monsters at players because they&#8217;ve been steamrolling through encounters just to humble/scare them. I prefer to tweak future encounters by a level or two.</p>
<p>Regarding what HP represents, I was guilty of describing damage as wounds in previous editions. With the advent of Bloodied in 4E, it makes it easier for me to visualize it as just burning stamina, getting tired, feeling the burn. Blood doesn&#8217;t start flowing until you fall below that 50% mark.<br />
.-= Kameron&#180;s last blog ..<a href="http://www.pathsofadventure.com/2009/07/30/4e-quests-for-sunless-citadel/" rel="nofollow">4E Quests for Sunless Citadel</a> =-.</p>
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		<title>By: greywulf</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55998</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Mon, 03 Aug 2009 18:12:12 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55998</guid>
		<description>@Yan Yeah, I agree :D Sometimes the GM really needs to hammer home the idea that the PCs are outclassed before the players finally get it.

Hmmm.... maybe it could form a Skill Challenge based around Insight (the all purpose Get-A-Clue skill!), Nature/Arcana (depending on the type of monster being faced) and Athletics (to actually be able to run away). Succeed the Challenge and they get away and gain the XP. Fail, and they face combat and potentially XP, but a fair few bruises in the process. I like.

@Wyatt Death saves are when your body is finally shouting out at you HEY! A LITTLE ATTENTION HERE! It&#039;s the point where your physical wounds overtake your ability to produce adrenalin and you&#039;re - basically - screwed without medical attention.

Changing the way you think about Healing Surges mean that Clerics make a lot more sense too in 4e - they&#039;re medics who diagnose and identify the worst wounds (ie, spend a Healing Surge). Which makes &#039;em feel..... well, more clericky.

Oh, and we&#039;ve also got Healing Stirges, which are like leeches which suck your blood but heal you up at the same time! :D
.-= greywulf&#180;s last blog ..&lt;a href=&quot;http://blog.microlite20.net/2009/08/03/down-and-out-in-old-dungeon-town/&quot; rel=&quot;nofollow&quot;&gt;Down and out in old dungeon town&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@Yan Yeah, I agree <img src='http://critical-hits.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  Sometimes the GM really needs to hammer home the idea that the PCs are outclassed before the players finally get it.</p>
<p>Hmmm&#8230;. maybe it could form a Skill Challenge based around Insight (the all purpose Get-A-Clue skill!), Nature/Arcana (depending on the type of monster being faced) and Athletics (to actually be able to run away). Succeed the Challenge and they get away and gain the XP. Fail, and they face combat and potentially XP, but a fair few bruises in the process. I like.</p>
<p>@Wyatt Death saves are when your body is finally shouting out at you HEY! A LITTLE ATTENTION HERE! It&#8217;s the point where your physical wounds overtake your ability to produce adrenalin and you&#8217;re &#8211; basically &#8211; screwed without medical attention.</p>
<p>Changing the way you think about Healing Surges mean that Clerics make a lot more sense too in 4e &#8211; they&#8217;re medics who diagnose and identify the worst wounds (ie, spend a Healing Surge). Which makes &#8216;em feel&#8230;.. well, more clericky.</p>
<p>Oh, and we&#8217;ve also got Healing Stirges, which are like leeches which suck your blood but heal you up at the same time! <img src='http://critical-hits.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
.-= greywulf&#180;s last blog ..<a href="http://blog.microlite20.net/2009/08/03/down-and-out-in-old-dungeon-town/" rel="nofollow">Down and out in old dungeon town</a> =-.</p>
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		<title>By: Mike</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55997</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 03 Aug 2009 18:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55997</guid>
		<description>I have put my players against monsters that prevent use of healing surges for a turn, that deal damage to healing surges instead, or that toss a disease that could affect healing surges in general.

its added a new level to the game the players enjoy.
.-= Mike&#180;s last blog ..&lt;a href=&quot;http://blog.mikeleger.ca/2009/08/minion-mondays-interrupting-cow.html&quot; rel=&quot;nofollow&quot;&gt;Minion Mondays: Interrupting Cow&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I have put my players against monsters that prevent use of healing surges for a turn, that deal damage to healing surges instead, or that toss a disease that could affect healing surges in general.</p>
<p>its added a new level to the game the players enjoy.<br />
.-= Mike&#180;s last blog ..<a href="http://blog.mikeleger.ca/2009/08/minion-mondays-interrupting-cow.html" rel="nofollow">Minion Mondays: Interrupting Cow</a> =-.</p>
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		<title>By: Wyatt</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55996</link>
		<dc:creator>Wyatt</dc:creator>
		<pubDate>Mon, 03 Aug 2009 17:37:54 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55996</guid>
		<description>If the players aren&#039;t running away when they should, I hint for them to run before anyone dies, usually by telling them they could choose to use a skill challenge. I just like to have a few rounds of adrenaline-fueled combat so they don&#039;t feel bored with &quot;see monster, run away&quot; scenes.

As for explaining things, I&#039;m more a story-based DM for story-based gamers for the most part, so come combat time we all have plenty of ways to explain HP. I tend to ignore Wizard&#039;s use of terminology more than anything. ;)</description>
		<content:encoded><![CDATA[<p>If the players aren&#8217;t running away when they should, I hint for them to run before anyone dies, usually by telling them they could choose to use a skill challenge. I just like to have a few rounds of adrenaline-fueled combat so they don&#8217;t feel bored with &#8220;see monster, run away&#8221; scenes.</p>
<p>As for explaining things, I&#8217;m more a story-based DM for story-based gamers for the most part, so come combat time we all have plenty of ways to explain HP. I tend to ignore Wizard&#8217;s use of terminology more than anything. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55995</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Mon, 03 Aug 2009 17:18:07 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55995</guid>
		<description>Well we did try to circumvent the situation and then run away in the actual... So in light of this artcile it was a complete success you did make your player run for their lives... ;)</description>
		<content:encoded><![CDATA[<p>Well we did try to circumvent the situation and then run away in the actual&#8230; So in light of this artcile it was a complete success you did make your player run for their lives&#8230; <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55994</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Mon, 03 Aug 2009 17:14:37 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55994</guid>
		<description>I too don&#039;t use Hit Points as life-points.  Having been around the game long enough to read Gary&#039;s treatises about Hit Points and the one minute combat round, I&#039;m well aware of the abstraction of Hit Points.

Yet, when the game uses an expression as graphic as &quot;Bloodied&quot; and I see PCs going from near-death to peek condition within 6 seconds, it&#039;s sometimes becomes a stretch of the mind to explain things.  I do like the players do and I just discard the whole thing and focus on trying to defeat the player&#039;s game plan.

As for creating a credible threat, my most successful endeavor (apart from using Beholders) was to set a string of scenes, featuring 3 combats, in one 24 hour period.  When Yan said &#039;I&#039;m out of Surges&#039; I knew that things were going to be hairy... (It turned out to be too hairy, but now I know how to properly gauge it now).</description>
		<content:encoded><![CDATA[<p>I too don&#8217;t use Hit Points as life-points.  Having been around the game long enough to read Gary&#8217;s treatises about Hit Points and the one minute combat round, I&#8217;m well aware of the abstraction of Hit Points.</p>
<p>Yet, when the game uses an expression as graphic as &#8220;Bloodied&#8221; and I see PCs going from near-death to peek condition within 6 seconds, it&#8217;s sometimes becomes a stretch of the mind to explain things.  I do like the players do and I just discard the whole thing and focus on trying to defeat the player&#8217;s game plan.</p>
<p>As for creating a credible threat, my most successful endeavor (apart from using Beholders) was to set a string of scenes, featuring 3 combats, in one 24 hour period.  When Yan said &#8216;I&#8217;m out of Surges&#8217; I knew that things were going to be hairy&#8230; (It turned out to be too hairy, but now I know how to properly gauge it now).</p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55993</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Mon, 03 Aug 2009 17:05:47 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55993</guid>
		<description>@greywulf et Wyatt: The problem with making them run away is that player have only your description as a feel on the actual creature power. If your ambiguous they&#039;ll think that they can probably take it... Then surely they won&#039;t think of running away until one of them as fallen. At this point you hit a serious problem. As the real danger of their situation as become apparent, one of the player can no longer run away ... Of course he could get caught and the other try to rescue him but you&#039;ve just condone one of your player to sit and watch for several hours...

Like I said before I for one goes for the obvious hint at the start of the fight.
-Your guts tells you that this is going to be a hard fight. (hard encounter)
-You&#039;ll need to be creative to get through that one. (too hard encounter with twist that makes it feasible)
-etc..

There&#039;s nothing like a whack of the obvious bat of obviousness to get the idea across... ;)</description>
		<content:encoded><![CDATA[<p>@greywulf et Wyatt: The problem with making them run away is that player have only your description as a feel on the actual creature power. If your ambiguous they&#8217;ll think that they can probably take it&#8230; Then surely they won&#8217;t think of running away until one of them as fallen. At this point you hit a serious problem. As the real danger of their situation as become apparent, one of the player can no longer run away &#8230; Of course he could get caught and the other try to rescue him but you&#8217;ve just condone one of your player to sit and watch for several hours&#8230;</p>
<p>Like I said before I for one goes for the obvious hint at the start of the fight.<br />
-Your guts tells you that this is going to be a hard fight. (hard encounter)<br />
-You&#8217;ll need to be creative to get through that one. (too hard encounter with twist that makes it feasible)<br />
-etc..</p>
<p>There&#8217;s nothing like a whack of the obvious bat of obviousness to get the idea across&#8230; <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Your content for today is elsewhere &#171; The Spirits of Eden</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55992</link>
		<dc:creator>Your content for today is elsewhere &#171; The Spirits of Eden</dc:creator>
		<pubDate>Mon, 03 Aug 2009 16:52:23 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55992</guid>
		<description>[...] Talk &#187; Handling A L&#8230; on Wyatt And Friend&#8217;s 4e&#8230;Telicis on Vehicles of Eden (beta&#160;po&#8230;Wyatt on [...]</description>
		<content:encoded><![CDATA[<p>[...] Talk &raquo; Handling A L&hellip; on Wyatt And Friend&#8217;s 4e&hellip;Telicis on Vehicles of Eden (beta&nbsp;po&hellip;Wyatt on [...]</p>
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		<title>By: Wyatt</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55991</link>
		<dc:creator>Wyatt</dc:creator>
		<pubDate>Mon, 03 Aug 2009 16:41:28 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55991</guid>
		<description>@Yan: There are definitely merits to the direct approach. I&#039;m a bigger fan of subtlety myself, but I at least hint at the monster being very powerful in the stat block. But a part of me thinks it&#039;s not as fun unless the players actually try fighting it for a little bit.

@Greywulf: I&#039;m not fond of having the HP system represent injury, but that is a good way to look at it. What would you rationalize for the death saving throw ticks?
.-= Wyatt&#180;s last blog ..&lt;a href=&quot;http://spiritsofeden.wordpress.com/2009/08/02/vehicles-of-eden-beta-post/&quot; rel=&quot;nofollow&quot;&gt;Vehicles of Eden (beta post)&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@Yan: There are definitely merits to the direct approach. I&#8217;m a bigger fan of subtlety myself, but I at least hint at the monster being very powerful in the stat block. But a part of me thinks it&#8217;s not as fun unless the players actually try fighting it for a little bit.</p>
<p>@Greywulf: I&#8217;m not fond of having the HP system represent injury, but that is a good way to look at it. What would you rationalize for the death saving throw ticks?<br />
.-= Wyatt&#180;s last blog ..<a href="http://spiritsofeden.wordpress.com/2009/08/02/vehicles-of-eden-beta-post/" rel="nofollow">Vehicles of Eden (beta post)</a> =-.</p>
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		<title>By: greywulf</title>
		<link>http://critical-hits.com/2009/08/03/handling-a-legion-of-padded-supermen/#comment-55990</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Mon, 03 Aug 2009 15:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=3614#comment-55990</guid>
		<description>The way we look at it is that &lt;i&gt;Healing Surges are the new Hit Points&lt;/i&gt;. Surges represent the amount of damage your character can really take before he&#039;s out for the count - they represent the real damage that takes a physical toll on the character. Your regular run-of-the-mill Hit Points represent your adrenalin-fuelled ability to carry on during the heat of battle. It&#039;s only when the dust clears (or you use Second Wind mid-battle) do you get chance to take stock and find out whether the blood pouring from your arm is a broken bone or merely a nasty graze. If you spend a Healing Surge, you&#039;re effectively saying &quot;Yep, that one&#039;s going to need more than stitches&quot;.

So, your Fighter with 10 or more Healing Surges can effectively take a lot of  serious punishment before dropping. A Wizard, considerably less.

Hey, it works for us :D

And when it comes to throwing critters at them beyond their ability, I say go right ahead. You players need to learn that it&#039;s good to run away once in a while!

.-= greywulf&#180;s last blog ..&lt;a href=&quot;http://blog.microlite20.net/2009/08/03/down-and-out-in-old-dungeon-town/&quot; rel=&quot;nofollow&quot;&gt;Down and out in old dungeon town&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>The way we look at it is that <i>Healing Surges are the new Hit Points</i>. Surges represent the amount of damage your character can really take before he&#8217;s out for the count &#8211; they represent the real damage that takes a physical toll on the character. Your regular run-of-the-mill Hit Points represent your adrenalin-fuelled ability to carry on during the heat of battle. It&#8217;s only when the dust clears (or you use Second Wind mid-battle) do you get chance to take stock and find out whether the blood pouring from your arm is a broken bone or merely a nasty graze. If you spend a Healing Surge, you&#8217;re effectively saying &#8220;Yep, that one&#8217;s going to need more than stitches&#8221;.</p>
<p>So, your Fighter with 10 or more Healing Surges can effectively take a lot of  serious punishment before dropping. A Wizard, considerably less.</p>
<p>Hey, it works for us <img src='http://critical-hits.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>And when it comes to throwing critters at them beyond their ability, I say go right ahead. You players need to learn that it&#8217;s good to run away once in a while!</p>
<p>.-= greywulf&#180;s last blog ..<a href="http://blog.microlite20.net/2009/08/03/down-and-out-in-old-dungeon-town/" rel="nofollow">Down and out in old dungeon town</a> =-.</p>
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