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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Hi and D&D 4e
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<blockquote data-quote="Uller" data-source="post: 6040868" data-attributes="member: 413"><p>I play with my son in a similar manner. We started with the Red Box and have played a few published adventures (Reavers of Harkenwold and Thunderspire Labyrinth).</p><p></p><p>Your idea is a good one for some introductory D&D. However, we have found 4e to bog down because combats last longer than the attention span of a typical pre-teen or early teen kid. PCs have too many options, too many interrupts and reactions, etc. The rules are fantastic for exciting, grid based tactical fights.</p><p></p><p>My suggestion:</p><p></p><p>Start with standard 4e rules (we like Red Box and Essentials). Make your PCs with as few feats, traits, magic items, etc that produce conditional bonuses (like one that gives +x damage when you use a cold based spell against a target you just hit with a fire based spell...) Go with ones that just give a straight bonus like +1 to all Ref, Def, Fort that you can just note on your character sheet and forget.</p><p></p><p>Think about doing away with action points to start....again, deciding whether or not to use them slows you down.</p><p></p><p>Once you get familiar with how the game plays, consider other changes. A very popular one is to cut monster HP in half. I go even further and cut it by two-thirds. If I want specific monsters to be tougher than average I give them +2 hp per level. I cut healing surges by the same (round up) so PCs typically have 3, 4 or 5 per day....so when you get knocked down to 0 hp in a fight, it really hurts because by the time you use your surges to get back to max, you are pretty much out for the day. </p><p></p><p>But, like I said, play it Rules as Written first. Then mod to suit you and your brother.</p></blockquote><p></p>
[QUOTE="Uller, post: 6040868, member: 413"] I play with my son in a similar manner. We started with the Red Box and have played a few published adventures (Reavers of Harkenwold and Thunderspire Labyrinth). Your idea is a good one for some introductory D&D. However, we have found 4e to bog down because combats last longer than the attention span of a typical pre-teen or early teen kid. PCs have too many options, too many interrupts and reactions, etc. The rules are fantastic for exciting, grid based tactical fights. My suggestion: Start with standard 4e rules (we like Red Box and Essentials). Make your PCs with as few feats, traits, magic items, etc that produce conditional bonuses (like one that gives +x damage when you use a cold based spell against a target you just hit with a fire based spell...) Go with ones that just give a straight bonus like +1 to all Ref, Def, Fort that you can just note on your character sheet and forget. Think about doing away with action points to start....again, deciding whether or not to use them slows you down. Once you get familiar with how the game plays, consider other changes. A very popular one is to cut monster HP in half. I go even further and cut it by two-thirds. If I want specific monsters to be tougher than average I give them +2 hp per level. I cut healing surges by the same (round up) so PCs typically have 3, 4 or 5 per day....so when you get knocked down to 0 hp in a fight, it really hurts because by the time you use your surges to get back to max, you are pretty much out for the day. But, like I said, play it Rules as Written first. Then mod to suit you and your brother. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Hi and D&D 4e
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