The Path to Victory: Alternate Victory Conditions in 4e

The Path to Victory: Alternate Victory Conditions in 4e

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A while ago, I was over on a well-known RPG forum site and was dicussing the relative merits of some new powers that had just been released through Dragon Magazine.  There were a few relevant answers followed by one that jumped out and smacked me upside the head:

“The best condition to put on your enemy is dead. The sooner you figure that out, the better.”

Now I’ll give that forum member the benefit of the doubt that he (or she) wasn’t intentionally being rude, simply stating a point.  The best thing to do to an enemy in D&D (or many RPGs for that matter) is just straight out damage, because a dead enemy is no longer a threat.  When everything is dead, you have a victory condition known as….

Rout

Rout is  the baseline.  This is ‘defeat all enemies!’ Note that it’s “defeat” not “kill.”   Discussions about the 4E “grindspace” have talked this topic to death (pun intended), so I’ll just skim it here for review and then move on.  Even if the objective is to take out every last badguy on the field, they don’t all have to die.  They can be knocked out.  They can surrender.  They can run.  They can turn traitor or attempt to bargain for their survival.  In this sense, a defeated enemy is one who is no longer attacking you, whether they’re alive or dead.  Most of the time, though, Routed enemies are simply out of HP.

The more I thought about, the more I agreed with him; the only reason you stun, immobilize, daze, push or do anything other than damage an opponent is to prevent it from damaging you while you try to damage it.  In that light, the whole thing seems very underwhelming, eh?  Why not just do more damage?

So that train of thought came onto the platform and got pointed down another set of tracks.  Why wouldn’t I want to deal more damage?  Is a push, pull, stun or restrain meaningful on its own?  Sure, you may have roleplaying reasons to not kill your enemy.  Maybe he’s worth more money to you dead than alive.  Maybe she’s royalty or should receive a fair trial in the local justice system.  Heck, maybe he’s your own family!  But mechanically speaking, what incentive do I have to use a less-damaging power or inflict a condition for its own sake?

Enter Fire Emblem.  For those who are not familiar, Fire Emblem is a highly-acclaimed series of tactical RPGs that has spanned the entire lifetime of the Nintendo console line.   One of the things that makes Fire Emblem unique among strategy RPGs are the Victory Conditions –what you need to do to win any particular battle.  Not all battles are simply ‘defeat all enemies.’  There are in fact a wide range of ways that the game measures combat success, many of which fit perfectly well into  4th Edition D&D.  In this series of articles, we will be offering to you various battlefield victory conditions to add variety to your combat encounters and make your PC’s Ranger actually decide that Twin Strike might not be the best option for once.

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About the Author

Ryven Cedrylle was introduced to 2nd edition D&D by his father at age 8 and has been hooked ever since. When not out somewhere with his nerd-loving wife, he spends an inordinate amount of time staring at small objects - primarily beakers, stars, books about religion and virtual gaming miniatures. Follow him on Twitter for previews of upcoming material and random nuggets of wit! There's also a guy Ryven knows who's trying to adopt a baby. Take a look at the site, see if you can help him out.