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<blockquote data-quote="On Puget Sound" data-source="post: 5250306" data-attributes="member: 68988"><p>There is one page in the PHB (I think it's either 275 or 285, I don't have my book handy) that lists all the "conditions" a character or NPC can be afflicted by. Most essential page in the whole book. Bookmark it, or even photocopy it and laminate it; you'll be looking for it in every single encounter.</p><p></p><p>Which brings up another point: Don't try to memorize the rules! Just know where to find them when you need them. Let players be responsible for knowing the rules that pertain to them. If you are not using the Character Builder, make sure your players have their formulas for attack and damage already figured on their character sheets for each power, so they don't have to do the math each time.</p><p></p><p>For a first campaign, you should not allow anyone to play evil characters; learning the game system will be challenge enough without dealing with intra-party conflict. </p><p></p><p>Have each player describe one or two connections between their character and other characters that exist before the game starts; e.g. Bob's dwarf fighter and Jane's human barbarian were chained to the same oar in a slave galley that sank in a pirate raid; they swam to shore together and have been friends ever since. Fred's elven shaman has the face tattoos of Jane's tribe, which she will recognize when she sees him; he visited them to study their spirit lore. If this is too much work, just have them all start as members of the same organization - give them a reason to work together right from the start.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5250306, member: 68988"] There is one page in the PHB (I think it's either 275 or 285, I don't have my book handy) that lists all the "conditions" a character or NPC can be afflicted by. Most essential page in the whole book. Bookmark it, or even photocopy it and laminate it; you'll be looking for it in every single encounter. Which brings up another point: Don't try to memorize the rules! Just know where to find them when you need them. Let players be responsible for knowing the rules that pertain to them. If you are not using the Character Builder, make sure your players have their formulas for attack and damage already figured on their character sheets for each power, so they don't have to do the math each time. For a first campaign, you should not allow anyone to play evil characters; learning the game system will be challenge enough without dealing with intra-party conflict. Have each player describe one or two connections between their character and other characters that exist before the game starts; e.g. Bob's dwarf fighter and Jane's human barbarian were chained to the same oar in a slave galley that sank in a pirate raid; they swam to shore together and have been friends ever since. Fred's elven shaman has the face tattoos of Jane's tribe, which she will recognize when she sees him; he visited them to study their spirit lore. If this is too much work, just have them all start as members of the same organization - give them a reason to work together right from the start. [/QUOTE]
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