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<blockquote data-quote="Ftr" data-source="post: 5125928" data-attributes="member: 88732"><p><strong>What;s more important</strong></p><p></p><p>The things each of us need to be thinking of is our combat integration. We got a glimpse of what our characters can do today. So lets figure out a few things.</p><p></p><p>1] using initiative and delays to go in order to compliment and stack powers and skills. If you pretend for a moment that 4e is like a game of MTG, each of us is a summoned creature with certain powers and interrupts. We need to figure out which powers each of us need to use to compliment or stack bonuses to buff the whole party or massively penalize the enemy. I think our classes lean towards buffing. So..regardless of initiative, we use the delay option if necessary to act in the proper order. I submit that the warrior types need to go last, because my effects all give you guys bonuses and or potentially weaken an enemy while you close the range to melee. This will have to be looked at.</p><p></p><p>2] We need to establish a party leader who will "direct traffic" during a battle. Normally I would nominate the Warlord, but he's an NPC. So it should either be the paladin or myself. No offense, but a paladin is NOT going to follow the lead of a 1/2 orc barbarian. This leader needs to be able to have the party follow targeting directions so that everyone is working towards the same goal during a fight. Otherwise, I am afraid that our party has the potential of roleplaying ourselves into 4 "solo" battles during each encounter. Along with this, we need to agree on a priority list of targets during an encounter. For example: We will always kill enemies in the following order when possible - mages, clerics, archers, tanks, and lurkers, minions last.</p><p></p><p>3]ASAP I think each of us should get a xbow to take one ranged shot at ranged enemies like mages or clerics, then drop them to go full melee. This lets us get off a volley hopefully during the surprise round, but at least while we are closing the distance to melee range. 5 1d8 xbow hit will put a serious crimp in a mage's day in round one, I can then use my first attack to finish him off and get back to supporting you warriors whle you struggle vs the enemy tanks and lurkers.</p><p></p><p>4] We need to establish how we treat treasure. You can go with any way you want, my character's monetary needs are limited, however I will make a suggestion just so that it doesn't become an issue during the game. I propose that ALL found items (gold, magic, art, etc) become party owned. Even if this means an item is found that only one member of our party can use or even has interest in. Then at the end of the adventure (not the session) we can tally the value of all treasure, divy it up into shares, and negotiate on a fair and even basis on possession of special items. Maybe I want the new mace plus 2 we find. Its worth 3000 gold. My share of found treasure is 3450 gold in value. I negotiate to take the mace and 450 gold. Everyone else would do the same. If there are unclaimed magic or art items, they get liquidated and the resulting gold split so that everyone walks away with relatively equal VALUE if not actual money.</p><p></p><p>5] I was in a very successful group in for a long campaign covering multiple adventures, which sounds like what Eryiedes is envisioning. One of the things we did was draw up a list of items and equipment that each player wanted as they progressed that would allow them to flesh out and maximize their characters abilities. A special sword, a certain ring, that cloak, etc. We always put a share of treasure into a group fund and took turns using that money to obtain an item off our lists. As long as everyone acts in good faith and doesn't get ridiculous with their list, it should work out fine. For example, I would like some chainmail or some other means of bringing up my AC. Im sure Mordoc wants a magic weapon, maybe the paladin wants a special shield, etc.</p><p></p><p>Give these things some thought and get back to me. here or at lendinghm at yahoo dot com</p><p></p><p>Jim</p></blockquote><p></p>
[QUOTE="Ftr, post: 5125928, member: 88732"] [b]What;s more important[/b] The things each of us need to be thinking of is our combat integration. We got a glimpse of what our characters can do today. So lets figure out a few things. 1] using initiative and delays to go in order to compliment and stack powers and skills. If you pretend for a moment that 4e is like a game of MTG, each of us is a summoned creature with certain powers and interrupts. We need to figure out which powers each of us need to use to compliment or stack bonuses to buff the whole party or massively penalize the enemy. I think our classes lean towards buffing. So..regardless of initiative, we use the delay option if necessary to act in the proper order. I submit that the warrior types need to go last, because my effects all give you guys bonuses and or potentially weaken an enemy while you close the range to melee. This will have to be looked at. 2] We need to establish a party leader who will "direct traffic" during a battle. Normally I would nominate the Warlord, but he's an NPC. So it should either be the paladin or myself. No offense, but a paladin is NOT going to follow the lead of a 1/2 orc barbarian. This leader needs to be able to have the party follow targeting directions so that everyone is working towards the same goal during a fight. Otherwise, I am afraid that our party has the potential of roleplaying ourselves into 4 "solo" battles during each encounter. Along with this, we need to agree on a priority list of targets during an encounter. For example: We will always kill enemies in the following order when possible - mages, clerics, archers, tanks, and lurkers, minions last. 3]ASAP I think each of us should get a xbow to take one ranged shot at ranged enemies like mages or clerics, then drop them to go full melee. This lets us get off a volley hopefully during the surprise round, but at least while we are closing the distance to melee range. 5 1d8 xbow hit will put a serious crimp in a mage's day in round one, I can then use my first attack to finish him off and get back to supporting you warriors whle you struggle vs the enemy tanks and lurkers. 4] We need to establish how we treat treasure. You can go with any way you want, my character's monetary needs are limited, however I will make a suggestion just so that it doesn't become an issue during the game. I propose that ALL found items (gold, magic, art, etc) become party owned. Even if this means an item is found that only one member of our party can use or even has interest in. Then at the end of the adventure (not the session) we can tally the value of all treasure, divy it up into shares, and negotiate on a fair and even basis on possession of special items. Maybe I want the new mace plus 2 we find. Its worth 3000 gold. My share of found treasure is 3450 gold in value. I negotiate to take the mace and 450 gold. Everyone else would do the same. If there are unclaimed magic or art items, they get liquidated and the resulting gold split so that everyone walks away with relatively equal VALUE if not actual money. 5] I was in a very successful group in for a long campaign covering multiple adventures, which sounds like what Eryiedes is envisioning. One of the things we did was draw up a list of items and equipment that each player wanted as they progressed that would allow them to flesh out and maximize their characters abilities. A special sword, a certain ring, that cloak, etc. We always put a share of treasure into a group fund and took turns using that money to obtain an item off our lists. As long as everyone acts in good faith and doesn't get ridiculous with their list, it should work out fine. For example, I would like some chainmail or some other means of bringing up my AC. Im sure Mordoc wants a magic weapon, maybe the paladin wants a special shield, etc. Give these things some thought and get back to me. here or at lendinghm at yahoo dot com Jim [/QUOTE]
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