Before I address the below, I can't xp but the "4e Cosmology for Dummies" post 10 and 11 by @
Neonchameleon and @
Balesir are both pretty much nails. Stick-worthy for any newbie getting into the game.
And this
- overt minions vs covert minions - I tend to not be too overt, but my players can guess when I lay down 8 of the same token (I see this as a bit like @Manbearcat 's skill challenge device - non-verbal metagame cues that sit alongside but don't interrupt the back-and-forth naration);
For me, this is one of the more optimistic/inspiring ENworld threads for a while, so thanks all!
Again, I can't xp but "non-verbal metagame cues that sit alongside but don't interrupt the back-and-forth narration" is probably as good phraseology as I've written or read to advocate for the technique of liberal usage of non-invasive (to the running narrative) metagame props. I'll have to remember that.
And I agree, most optimistic/inspiring ENworld thread for a good while.
I appreciate the help.
I'm sort of naturally an improvisational GM, so this will help a lot. Thank you. I do plan to pull a lot of monster stats from my DDI account, but if I ever need something quick on the fly, this will help out.
Its no trouble. Glad to help. And that was my takeaway from your posts (that you're an improvisational GM) so I figured it would help. Because of that (and your experience with Skill Challenge frameworks), my guess is that your learning curve will be shallow and your turnaround from novice 4e GM to running a tight, evocative game will be pretty immediate.
That's a good idea. I specifically didn't want them to have two characters each (so they could focus on RPing their one character), but having a sort of minion is a decent thought. The "force construct" idea is particularly good, as there's no new character there to RP, and it just enhances the Psion's abilities.
Here is a quick 1st level rendering that you can either use full bore or pick apart at your discretion. If you want the player to use it for non-combat, then just give it 4 trained skills and a Skill Power.
Force of Mind
Level 1 Medium Projection (Defender)
HP 32; Bloodied 16 Healing Surge 12 @ 8 Initiative +2 Speed 6
AC 18 Fortitude 16 Reflex 13 Will 13
Traits
Thy Will Be Done * Aura 2 (psychic)
While in the aura, enemies take a -2 penalty to attack rolls against creatures other than the Force of Mind.
Force Construct
An enemy cannot enter the Force of Mind's space by any means.
Standard Actions
[MBA] Psionic Slam (force) * At-Will
Attack: Melee 1 (one creature); L + 4 vs. Ref
Hit: L+ 10 force damage
Bonds of Force (force) * At-Will
Attack: Melee 1 (one creature); L + 4 vs. Fort
Hit: L+ 8 force damage and the target is slowed until the end of its next turn.
Psychic Beckoning (psychic) * At-Will
Attack: Ranged 5 (one creature); vs. Will
Hit: L + 8 psychic damage and you can pull the target 3 squares.
Move Actions
Astral Jaunt * Encounter
Effect: The Force of Mind ends any slowing or immobilizing effect on it and teleports up to 5 squares.
Triggered Actions
Mind Spike (force, psionic, psychic) * At-Will
Trigger: An enemy in the Thy Will Be Done aura deals damage to an ally with an attack that doesn't include the Force of Mind.
Effect (Immediate Reaction): The enemy takes force and psychic damage equal to the damage that its attack dealt to your ally.
Potentially some sort of orc archer, but that's only about 50%. The other two potential players haven't played before, so I don't know. When we do make characters, it will be as a group, and I'll likely advise they have a well-rounded group, but I don't think I'll force it. Any thoughts on the 4-person group? I'll ask for more about a 2-person group if that turns out to be the case, and when I know what the other player will be using.
I'm assuming a PHB Twin-Strike Ranger as archer rather than a Slayer archer or a Hunter, Seeker, Warlord archer or Cleric archer. Its difficult to say what the other two should be. A group of 4, tactically adept, Strikers and Controllers can dominate encounters. Its mainly when you get to the fights with heavy hitting Solos, Elites or force multiplication with Leader + Artillery etc that you really need a stout Defender (type) to soak the incoming damage and dictate target acquisition. A Barbarian and a Warlord is never a bad combo to round out a group. I like the Fighter as the best all-around Defender so that coupled with the tried-and-true Cleric is never a bad option...or Cleric/Ranger Hybrid (with the Ranger portion of the build being of the Twin Strike and Immediate Action variety) is one of the few highly functional hybrid builds. Check with pemerton on that one as one of the PCs in his game runs that.
I don't have one, and I appreciate the offer, but you don't need to do that! That's very generous of you, though. I'd feel a bit odd having you send me one when I haven't even started out yet. However, since it seems that important, I'll look into borrowing one (from somewhere, I'm not sure I know anyone with it) or buying one. Any suggested sections for it in particular that are that helpful?
Thanks again. I appreciate it.
Honestly, pretty much the whole book. But if I had to pick a few areas specifically, I'd go with:
Chapter 1:
- Story Structure.
- Cooperative World Building.
- RP Hooks.
- Vignettes.
- Drama Rewards.
- Companion Rules.
Chapter 2:
- Encounter as Story.
- Encounters for Small Groups.
- Encounters and Attrition (specifically the varying Pacing).
- Creating Movement.
- Terrain.
The entirety of Chapter 3 (Skill Challenges) is can't miss. Pretty much quintissential non-combat, conflict resolution advice.
Chapter 5:
- Alternative Rewards.
- Artifacts.