vagabundo
Adventurer
Make sure you have a copy of all the Players abilities.
I found my players had a nasty habit of reading their powers "wrong", usually to their advantage. There is some subtlety to the powers and you have to read them carefully.
Take the first combat real slow and take a more active part in their actions; highlight some synergistic effects so players can get an idea of how the game has changed.
Highlight Action Points: I wasnt using them before 4e and the players didnt get how useful they can be.
Conditions have changed, so print out the page in theKOTS DM's rules and hang them from your DM screen or put them on condition cards. Check the power card thread in the homebrew section, I posted some status cards in there. You could deal them out a condition to the player it affects.
I found my players had a nasty habit of reading their powers "wrong", usually to their advantage. There is some subtlety to the powers and you have to read them carefully.
Take the first combat real slow and take a more active part in their actions; highlight some synergistic effects so players can get an idea of how the game has changed.
Highlight Action Points: I wasnt using them before 4e and the players didnt get how useful they can be.
Conditions have changed, so print out the page in theKOTS DM's rules and hang them from your DM screen or put them on condition cards. Check the power card thread in the homebrew section, I posted some status cards in there. You could deal them out a condition to the player it affects.