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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Brainstorming a "Phil. of 4e 101" resource
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<blockquote data-quote="Quickleaf" data-source="post: 6677515" data-attributes="member: 20323"><p>Great stuff [MENTION=6696971]Manbearcat[/MENTION] as always! "Everyone stays frosty." <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=":)" /> +1! </p><p></p><p>I've only a couple more to add...</p><p></p><p><strong><span style="font-size: 12px">Pacing</span></strong></p><p><strong></strong></p><p>a) Rests are a big deal in 4e, and making it hard to rest is a great way to put the pressure on.</p><p></p><p>b) Random encounters (if you want to use them) should consist of minions, groups of significantly lower level monsters, or "flavor" encounters. Do not have standard combat random encounters - take too long!</p><p></p><p>c) Don't be afraid to end the scene and frame the next scene - keeping the focus on what the players are interested in.</p><p></p><p><strong><span style="font-size: 12px">Skill Challenges</span></strong></p><p><strong></strong></p><p>a) Always test if an idea *should* be a skill challenge. Is it a complex activity that cannot be resolved with a single check? Does it involve the whole party? Are there interesting consequences to both success and failure? How does failure move the game in a new unexpected direction?</p><p></p><p>b) Keep it loose and focus on strategies rather than having preconceived skill checks in mind. Don't get hung up on the "skill" in skill challenge.</p><p></p><p>c) Customize, customize, customize. Every skill challenge is different. Think "<u>investigative</u> challenge" or "<u>chase</u> challenge" or "<u>negotiation</u> challenge" or <u>prepping for war</u> challenge."</p><p></p><p>d) Provide a sense of development and change things up in response to the players' shenanigans.</p><p></p><p>e) If you don't have the players on the edge of their seat at some point, adjust accordingly until you do.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6677515, member: 20323"] Great stuff [MENTION=6696971]Manbearcat[/MENTION] as always! "Everyone stays frosty." :) +1! I've only a couple more to add... [B][size=3]Pacing[/size] [/B] a) Rests are a big deal in 4e, and making it hard to rest is a great way to put the pressure on. b) Random encounters (if you want to use them) should consist of minions, groups of significantly lower level monsters, or "flavor" encounters. Do not have standard combat random encounters - take too long! c) Don't be afraid to end the scene and frame the next scene - keeping the focus on what the players are interested in. [B][size=3]Skill Challenges[/size] [/B] a) Always test if an idea *should* be a skill challenge. Is it a complex activity that cannot be resolved with a single check? Does it involve the whole party? Are there interesting consequences to both success and failure? How does failure move the game in a new unexpected direction? b) Keep it loose and focus on strategies rather than having preconceived skill checks in mind. Don't get hung up on the "skill" in skill challenge. c) Customize, customize, customize. Every skill challenge is different. Think "[U]investigative[/U] challenge" or "[U]chase[/U] challenge" or "[U]negotiation[/U] challenge" or [U]prepping for war[/U] challenge." d) Provide a sense of development and change things up in response to the players' shenanigans. e) If you don't have the players on the edge of their seat at some point, adjust accordingly until you do. [/QUOTE]
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