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My group perceives 4e as a high-RP game with a good tactical miniatures component.

It wasn't me who said that. Scott Rouse on some topic said that they had some data where people are perceiving 4E as something like that.

Not the place to start a new "X edition / system hinder roleplaying".
 

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No kidding... I'm glad my thoughts on something were available for your criticisms on how you THINK my game should be played.


Anyway, what I mean is, why NOT telegraph that information? Why not show that the fire archon is beginning to well-up with flame from within, or that the sniper has pulled another of those wickedly barbed arrows? It allows the players to act and think accordingly.

Maybe the fighter with the defensive shield moves to his bloodied ally and activates his powers to boost defenses against ranged attacks. Maybe the guy with fire resistance bull-rushes the archon backwards so he can't get near someone for a big attack?

Personally, I like the idea of telegraphing things like that... It adds to the encounter, because the characters can see and know things will happen if they do not make moves against it, rather than just repeatedly surprising people with something they had no way to defend against.
 

No kidding... I'm glad my thoughts on something were available for your criticisms on how you THINK my game should be played.

My comments were about the utter crap from the article and had nothing to do with how you run your game.

Anyway, what I mean is, why NOT telegraph that information? Why not show that the fire archon is beginning to well-up with flame from within, or that the sniper has pulled another of those wickedly barbed arrows? It allows the players to act and think accordingly.

Maybe the fighter with the defensive shield moves to his bloodied ally and activates his powers to boost defenses against ranged attacks. Maybe the guy with fire resistance bull-rushes the archon backwards so he can't get near someone for a big attack?

Personally, I like the idea of telegraphing things like that... It adds to the encounter, because the characters can see and know things will happen if they do not make moves against it, rather than just repeatedly surprising people with something they had no way to defend against.

Describing what a monster does based on what the PC's can sense is a regular part of an encounter. Telling them that the creature can only do this once or that you made a successful recharge roll shouldn't need to be.

Do the players tell you what they will be doing in the next round so the monsters can head it off to keep the encounter interesting?
 

ahem...

anyway.

I've run for players of both types, sometimes back to back. Mostly though, players in my games don't want to know or don't care. I prefer to RP what is going on in the game. I appreciate that the article covers this.
 

I was happy with the article as well. Reminded me of stuff I had nebulously generated in my mind; I thought the pro tips were decent reads too.

Something that they didn't touch on is visual indicators--I love having the Fiery Dragon counter collections because I never have to say "You bloody the monster"--Instead, I can just give a flavorful description and flip the token over to show the bloodied side.

I do very nearly the same thing. I use counters flat on the maps for minions, but found that using clear counter stands for healthy non-minions and red counter stands for bloodied non-minions worked even better. That way my players have an instant visual cue as to which monsters are minions and which aren't, and can plan tactics accordingly.
 

Describing what a monster does based on what the PC's can sense is a regular part of an encounter. Telling them that the creature can only do this once or that you made a successful recharge roll shouldn't need to be.

I don't think the article says anywhere that you need to do anything. Correct me if I'm wrong, but I just see advice - a means to an end.

FWIW I usually mention things like recharge powers. Most of the time when I start a monster's turn I just casually say "Oh, hafta roll for those recharge powers... *clackityclack* Sweet! This dude here recharges Power X... and uses it on the wizard! :devil:"
 


I dunno, I find the picture to be a bit ... stupid.

Fire giants are resistant to fire? What is meta-gamey about that? Do fish breath water? (But, do lava dwelling Thoqqua breath, and if they do, do they breath lava?)

Anyways, I always thought that what was obvious should be obvious, and should not need to be stated: If you see a giant dancing in a lake of lava, a presumption that that giant is at least comfortable in environments of extreme heat seems obvious. To what degree is another matter.

Now, if you saw a fire giant in a normal environment, I'd say you would have to identify the "extra-large ebony skinned giant with a shock of red hair" as a "fire giant", and that might not be obvious.

Of course, I'm the sort that pretty much always leaves off any conclusions in my descriptions: I would never conclusively identify a monster. A fire giant will many times remain a "extra-large dark skinned giant with a shock of red hair" and never conclusively a "fire giant". In a fire giant strong-hold, I'll let players know that a given giant "looks to be the same type as the last one", and allow them to adopt the terminology "fire giant". Of course, they might run into a "dark skinned giant with horns" (demonic fire giant) or a "not-as-large reddish skinned giant" (hill-giant/fire-giant cross).
 

I was happy with the article as well. Reminded me of stuff I had nebulously generated in my mind; I thought the pro tips were decent reads too.



I do very nearly the same thing. I use counters flat on the maps for minions, but found that using clear counter stands for healthy non-minions and red counter stands for bloodied non-minions worked even better. That way my players have an instant visual cue as to which monsters are minions and which aren't, and can plan tactics accordingly.

I got my players to pitch in and we bought a ton of Alea Tools - Home of Stackable Magnetic Markers markers. The red work great for showing bloodied, while the other colors are plentiful enough for slowed, weakend, fire, cold, marked, blinded, necrotic, etc...

With minions, I just try to utilize the "same" types of minis and go for the most generic common I have (i.e., the crappy 2d orc from dungeons of dread). I don't call out "Minions!", but I do try to telegraph redshirt status.
 

For Bloodied, I've been using small red glass beads (they are actually really old White Wolf branded blood counters from the Vampire card game). I drop them in the mini's space for bloodied.

For other conditions, I took the idea I saw on Penny-Arcade of using flags. With photoshop I made some one inch square condition markers, printed them twice on card stock, cut them out and then glued them together. This results in little square flags that we attach to minis with poster tact.

Not exactly the best pictures but:
Twitpic - Share photos on Twitter
Twitpic - Share photos on Twitter
Twitpic - Share photos on Twitter
Twitpic - Share photos on Twitter (note the black box in this one is our Drow's cloud of darkness)
and no flags, just a fun pic of what happens when you fail to at spotting traps in the hallway Twitpic - Share photos on Twitter

Anyways, I find these are really good at helping to track things and let's everyone keep in mind whats going on.
 

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