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General Tabletop Discussion
D&D Older Editions
In Defense of 4E - a New Campaign Perspective
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<blockquote data-quote="doctorbadwolf" data-source="post: 7552531" data-attributes="member: 6704184"><p>I never found RP in 4e difficult. I think they key is to ignore the printed adventures or liberally hack them, and to just play how you want. The game is extremely robust. The only problem you’ll run into is slow combat, and we found that we could just halve all monster HP values and it works fine. </p><p></p><p>I also found that skill challenges are a great framework for rewarding xp for non combat scenes, and for judging the appropriate complexity level of encounters that mix combat with skill tests. I also strongly recommend ignoring all skill challenges rules written before the essentials rules compendium or whatever it’s called. And/or read Sly Flourish’s old articles on running them. </p><p></p><p>Also, encourage improvisation, and go farther than the dmg does on page 42. Allow and encourage improvisation of what powers can do, combine powers with skill checks, and feel free to extrapolate from what a power does to let players attempt related things.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7552531, member: 6704184"] I never found RP in 4e difficult. I think they key is to ignore the printed adventures or liberally hack them, and to just play how you want. The game is extremely robust. The only problem you’ll run into is slow combat, and we found that we could just halve all monster HP values and it works fine. I also found that skill challenges are a great framework for rewarding xp for non combat scenes, and for judging the appropriate complexity level of encounters that mix combat with skill tests. I also strongly recommend ignoring all skill challenges rules written before the essentials rules compendium or whatever it’s called. And/or read Sly Flourish’s old articles on running them. Also, encourage improvisation, and go farther than the dmg does on page 42. Allow and encourage improvisation of what powers can do, combine powers with skill checks, and feel free to extrapolate from what a power does to let players attempt related things. [/QUOTE]
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