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First Impressions from the D&D 4E "Test Drive"
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<blockquote data-quote="awesomeocalypse" data-source="post: 5119548" data-attributes="member: 85641"><p>3 PCs is Definitely enough. A striker, a defender and a leader, and you're good to go. Just hold off on using too many minions (a few per fight is okay) until the party is somewhat higher level, because taking them down sans controller could be tricky early on. But for virtually everything else, as long as the party has those 3 roles covered, they should be completely fine.</p><p></p><p>2 is a little trickier. Still doable (I'd highly recommend a striker-leader party, or a leader and a strikery defender like a fighter) but it will require much more tailoring of encounters to fit the party, and it will constrain you much more in what sort of difficulty you can throw at them. A few equal level encounter per day will likely be more than enough to bring the party to the brink.</p><p></p><p></p><p></p><p>Wizards are certainly more limited in certain ways, but I can attest that they're still a blast both to play and to DM for. At-will magic, rituals and especially cantrips go a long way towards helping them feel magical--every time I've played a wizard from level one he's been using cantrips to handle virtually any mundane task imaginable. Our DM houseruled an alternative ritual system (you can cast one fixed cost ritual of your level or lower per day for free ), so I also use them a ton. And in combat, well, wizard spells are just cool. They have the best dailies in the game (in keeping with prior games), but they also have at-will spells so they aren't stuck using a crossbow or dagger when they run out. They also have a bunch of cool feats, from metamagic like enlarge spell to flavorful additions like familiars.</p><p></p><p>Its true that wizards are no longer the end all be all. But they're still feel pretty magical and wizardly, and in play I think you'll find they perform better than you might think.</p></blockquote><p></p>
[QUOTE="awesomeocalypse, post: 5119548, member: 85641"] 3 PCs is Definitely enough. A striker, a defender and a leader, and you're good to go. Just hold off on using too many minions (a few per fight is okay) until the party is somewhat higher level, because taking them down sans controller could be tricky early on. But for virtually everything else, as long as the party has those 3 roles covered, they should be completely fine. 2 is a little trickier. Still doable (I'd highly recommend a striker-leader party, or a leader and a strikery defender like a fighter) but it will require much more tailoring of encounters to fit the party, and it will constrain you much more in what sort of difficulty you can throw at them. A few equal level encounter per day will likely be more than enough to bring the party to the brink. Wizards are certainly more limited in certain ways, but I can attest that they're still a blast both to play and to DM for. At-will magic, rituals and especially cantrips go a long way towards helping them feel magical--every time I've played a wizard from level one he's been using cantrips to handle virtually any mundane task imaginable. Our DM houseruled an alternative ritual system (you can cast one fixed cost ritual of your level or lower per day for free ), so I also use them a ton. And in combat, well, wizard spells are just cool. They have the best dailies in the game (in keeping with prior games), but they also have at-will spells so they aren't stuck using a crossbow or dagger when they run out. They also have a bunch of cool feats, from metamagic like enlarge spell to flavorful additions like familiars. Its true that wizards are no longer the end all be all. But they're still feel pretty magical and wizardly, and in play I think you'll find they perform better than you might think. [/QUOTE]
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