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JamesonCourage Its very heady and responsible GMing that you're playtesting 4e combat as much as you are. That would be one thing that I would very much advise burgeoning 4e GMs to do (as a service to themselves, their players, and their game). Regardless of how long you've been GMing and how good you are it, the 4e tactical interface has considerable nuance that requires thoughtful, attentive care and the more you practice, the more you will have eureka moments. I suspect most 4e GMs can probably point to several eureka moments where they went from utter "Durrrr" to "got it!" I know I've had plenty.
Yeah, it's about how I thought it'd play out, but practical experience for picking up on the nuances / alerting me to rules I don't know is good, too (like looking up dual-damage powers, which I have done). I used to play chess against myself, too, when I was around 11, and then played other games as I got older (M:TG, etc.). I am looking forward to actual game experience, though, as I'm sure that'll be even more enlightening.
I can't recall if you run dungeon crawls as not (I seem to think that perhaps you do not?). If you do, I posted something earlier in the 4e what modules have you run? thread that runs down some keys for translating old school D&D dungeon crawling to 4e. You may want to give that a look if you do run dungeon crawls. The primary take-home there is "put pressure on their healing surges and make extended rests difficult to come by."
I don't run them, no, but I'll likely get a little more towards that direction than I'm used to. The advice at the end of your quote, above, is something I've been keeping in mind, and I have tentative plans to drain healing surges via skill challenges when I feel it's appropriate. Also, harassing them or stopping them from getting extended rests might come up at some point, but I definitely don't plan to do that regularly at all.
Do you have an idea, generally, of what types of non-combat challenges (genre-wise) that you're planning on putting before your players and how it fits in with their deployable resources (skills and other)? The reason I ask is because your group setup may be perfect for a particularly fun Skill Challenge layered in a Skill Challenge (each success or failure in the micro challenge acrues success/failure in the macro skill challenge) adventure that I did with my PCs in low-mid Paragon Tier (that could easily be done for early heroic by just switching out goblins for giants).
Hmm, that sounds a bit complicated, since I don't really ever take notes other than NPC names (and that's usually for the players to look at, not for myself). Also, I don't have much in mind for the non-combat challenges yet, other than making their way up a large, cold mountain. So, navigating, climbing, protecting themselves from the elements, keeping an eye out, concealing their presence, etc. will all come up. I'll likely drain a few healing surges via this challenge prior to any combats in the game, providing the players bite on the hook I'll be throwing out. But, for now, let's take a closer look at your (skill challenge [skill challenge]).
It involved the PCs being hired on as protection and functional mountaineers by an Earnest Hemmingway type for an Alpine Style climb (that he had failed at a few times before - and lost his few climbing buddies both times) of the tallest, and most dangerous, mountain of the known world. It inspired by "Touching the Void" if you're familiar with the content. It was basically a vertical/outdoors dungeon crawl on the side of a sheer, frozen mountain, with glacial ravines, precarious snowdrifts, avalanches, digging shelter into the snow of the sheer mountain face, dealing with horrible environmental conditions (and a Disease/Condition Track), fighting off ice creatures/predators and finally reaching the top where he placed his banner. Getting down from such a climb (the Alpine Way) would basically be impossible, so they took the "easier" way out...one which led them getting lost in a series of caves that turned out to be an ancient, lost to time, Frost Giant stronghold.
Well, this is pretty relevant to what I had in mind to start us off! But, mine won't be as exploratory / accidental. They will be climbing on the outside / exploring the inside of a tall, cold mountain, though, so all that stuff you listed I can gank for any skill challenge they perform. Thanks
Your 3 PCs are built for something like that. They all likely have Athletics. The Monk surely has Acrobatics (or a high, passive check). They likely most have Perception. Maybe Endurance. If you can get Nature and Dungeoneering amidst the group then a challenge such as that could be rewarding.
I posted which characters had what skills earlier in the thread, but here it is again:
Monk: Bluff, Insight, Stealth, Thievery.
Warpriest: Arcana, Diplomacy, Heal, Religion.
Fighter: Athletics, Endurance, Heal, Intimidate.
It looks like they're not matching up with your expectations for the most part (the Monk has a pretty decent Acrobatics untrained). But, if we do get that fourth player, it might really round them out. I won't know until I know whether that player is playing, and then I'll need to sit down with her (and the Monk / Warpriest player) and make her character.
Even if that isn't to your genre tastes (or your players), I still recommend checking out "Touching the Void". Its an extraordinary, riveting documentary with particularly keen insight into the human condition.
Hmm, I may or may not do that. I'm not familiar with it, and I don't usually watch documentaries alone. Maybe if I can get a friend together and watch it, I will. I'll check it out beforehand, though, so that I can get a feel for it. Thanks for pointing it out.