Pushing 4e to the limit! No Minions! No Mercy!
Last night continued our 4e conversion of B4 – Lost City for our pirate campaign. Last night’s session was a lot more tough on the party than the first session. If you play 4e for any length of time, you probably meta-game a bit when it comes to minions. I’m certainly guilty in that regard. If the DM drops 10 or 12 minis on the map, and several of them are the same type of creature, its a good chance you’re going to start popping some one-hit-point wonders.
Want to see a little fear on a 4e player’s face? Drop a bunch of minis on the map, and watch for their reactions when none of them pop.
The party encountered their first faction of the adventure, and interestingly opened up two doors at the same time. In one was 5 members of the gang, the other had 5 members of the same gang and an obvious leader. Since neither the party or the gangs attacked, they parlayed a bit. Needless to say, negotiations failed.
The ensuing battle was pretty tense, but I find that 4e characters are a lot more resilient than the suggested XP budget of the Dungeon Master’s guide. This party is particularly tough, in that they have both an artificer, and a warlord. The party eventually defeated the opposition, but it could have gone against them if the battle hadn’t taken place in such close quarters. Its important to note, they didn’t kill every last one of them, but defeated their leader and more than half the men. The last four standing, surrendered.
To their credit, the party pushed on through several encounters without taking an extended rest. By the end of the night, the defender was out of healing surges and down to 4 hit points. I don’t think I can remember any 4e game in years of playing when the defender actually ran out of surges.
While we all wait to see what comes of 5e, why not push 4e’s limits? You may be pleasantly surprised with the results.