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Best System for a West Marches Game?
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<blockquote data-quote="teach" data-source="post: 5673129" data-attributes="member: 45322"><p>Some ways that I've made 4E work within the mindset of a West Marches game.</p><p></p><p>1. Make sure there are plenty of potions of healing. That way if they are without a leader, they can still survive.</p><p>2. Use some of the odder magical items, like potions, salves and the such that players can use after they've done some recon. These make great treasure as well. And then reward them for using them. I also tend to give a bonus to XP if they are prepared for a battle rather than just blundering into it. </p><p>3. Use lots of minions. Lots of them. Keeps the combats quicker. Have them come in waves to draw out the battles and keep areas blasts for ending a combat in one shot.</p><p>4. Have them fight "random" wilderness combats versus 1 enemy and 2 minions. These will usually be pretty quick, but unless they are being ultra careful, I'll usually give the enemies a sneak attack round against the party. These usually last only 20 minutes or so, but keep the party on their toes. </p><p>5. Give out basic +1 magic items, but make them sound interesting. A +1 longsword made out of black steel, with a faded symbol inlaid in the hilt makes for a pretty interesting item. (I always get the question, "what's the symbol?" and then I give a cryptic answer and the player spends the next three adventures trying to figure out what the symbol means). Then, tell the player, "you can tell there is more to this item, but you are not sure how to unlock it." How do they unlock the additional power? Why, by picking the magic item that fits their character build between sessions of course! This way, I can control a bit of how the magic items are handed out, but the players get to have the item that they need for their build. </p><p></p><p>And now, the new Mordenkainen's Magnificent Emporium will have better rules for henchmen and hirelings, so if you every run into problems with not enough players, you'll have a way to work around it. </p><p></p><p>I really think 4e is a great system for this type of play, due to the incredible ease with which to create an encounter and an adventure. </p><p></p><p>Hope this helps anyone who has been thinking about playing a 4E style west marches campaign.</p></blockquote><p></p>
[QUOTE="teach, post: 5673129, member: 45322"] Some ways that I've made 4E work within the mindset of a West Marches game. 1. Make sure there are plenty of potions of healing. That way if they are without a leader, they can still survive. 2. Use some of the odder magical items, like potions, salves and the such that players can use after they've done some recon. These make great treasure as well. And then reward them for using them. I also tend to give a bonus to XP if they are prepared for a battle rather than just blundering into it. 3. Use lots of minions. Lots of them. Keeps the combats quicker. Have them come in waves to draw out the battles and keep areas blasts for ending a combat in one shot. 4. Have them fight "random" wilderness combats versus 1 enemy and 2 minions. These will usually be pretty quick, but unless they are being ultra careful, I'll usually give the enemies a sneak attack round against the party. These usually last only 20 minutes or so, but keep the party on their toes. 5. Give out basic +1 magic items, but make them sound interesting. A +1 longsword made out of black steel, with a faded symbol inlaid in the hilt makes for a pretty interesting item. (I always get the question, "what's the symbol?" and then I give a cryptic answer and the player spends the next three adventures trying to figure out what the symbol means). Then, tell the player, "you can tell there is more to this item, but you are not sure how to unlock it." How do they unlock the additional power? Why, by picking the magic item that fits their character build between sessions of course! This way, I can control a bit of how the magic items are handed out, but the players get to have the item that they need for their build. And now, the new Mordenkainen's Magnificent Emporium will have better rules for henchmen and hirelings, so if you every run into problems with not enough players, you'll have a way to work around it. I really think 4e is a great system for this type of play, due to the incredible ease with which to create an encounter and an adventure. Hope this helps anyone who has been thinking about playing a 4E style west marches campaign. [/QUOTE]
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