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4E test with Preview materials: A DM's musings
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<blockquote data-quote="Lackhand" data-source="post: 4087885" data-attributes="member: 36160"><p>For the technologically minded among you -- Firefox 3 on a mac hangs like a thing which hangs incredibly when running both a BIG spreadsheet with updates <strong>and</strong> a group chat. Also, opening twelve EN World tabs might not have helped. I couldn't edit the spreadsheet directly; the keybindings... didn't... and I was stuck copy/pasting my poor nethack-like sigils.</p><p></p><p>I suggest either linking your group chat to a different program -- I think Adium speaks jabber, but you could of course use anything for your communications layer -- or running it in two different browsers, so the poor javascript implementation can catch its breath. Maybe.</p><p></p><p>Also, this isn't a solution that scales -- any given DM will get absolutely bushed keeping up with 3 players, and above that it decoheres entirely. You might be able to do it with enough tricks, but I certainly wouldn't want to try <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I agree with posters who have pointed out that the power curve is ramped up. It really, really is; I was playing my characters like they were 5th level, even in RP (where I swaggered and threatened more than perhaps I should have -- everything that went wrong in the adventure was my fault <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). I think the rate of power gain is lower, though, if high level monsters are anything to look at; it was mostly the staying power and the umpteen damage 1/day that gave the feeling of invincibility to me.</p><p></p><p>There's enough room <em>under</em> first level that there's room for about 3 levels of 0th level adventurer, if you want to make the players fear rats again. It'll be a pretty common houserule...</p><p>... but the fragility it creates probably isn't worth making a core rule. So I think they made the right choice, with being big-damn-heroes from level one. Well, small-damn-heroes, anyway.</p><p></p><p>Mooks are fun to kill. Regular monsters are <em>scary</em>. And the wizard went up and down quickly.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4087885, member: 36160"] For the technologically minded among you -- Firefox 3 on a mac hangs like a thing which hangs incredibly when running both a BIG spreadsheet with updates [b]and[/b] a group chat. Also, opening twelve EN World tabs might not have helped. I couldn't edit the spreadsheet directly; the keybindings... didn't... and I was stuck copy/pasting my poor nethack-like sigils. I suggest either linking your group chat to a different program -- I think Adium speaks jabber, but you could of course use anything for your communications layer -- or running it in two different browsers, so the poor javascript implementation can catch its breath. Maybe. Also, this isn't a solution that scales -- any given DM will get absolutely bushed keeping up with 3 players, and above that it decoheres entirely. You might be able to do it with enough tricks, but I certainly wouldn't want to try :) I agree with posters who have pointed out that the power curve is ramped up. It really, really is; I was playing my characters like they were 5th level, even in RP (where I swaggered and threatened more than perhaps I should have -- everything that went wrong in the adventure was my fault ;) ). I think the rate of power gain is lower, though, if high level monsters are anything to look at; it was mostly the staying power and the umpteen damage 1/day that gave the feeling of invincibility to me. There's enough room [i]under[/i] first level that there's room for about 3 levels of 0th level adventurer, if you want to make the players fear rats again. It'll be a pretty common houserule... ... but the fragility it creates probably isn't worth making a core rule. So I think they made the right choice, with being big-damn-heroes from level one. Well, small-damn-heroes, anyway. Mooks are fun to kill. Regular monsters are [i]scary[/i]. And the wizard went up and down quickly. [/QUOTE]
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