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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="JamesonCourage" data-source="post: 6175736" data-attributes="member: 6668292"><p>Okay, I'll try to find out more. I had the sense he had a sub-optimal character (he didn't like the campaign after he felt the DM had shafted his previous character), but I might have the details wrong. For all I know, he'll make something completely new.</p><p></p><p>Yeah, I've heard a little about psionic stuff, and it looks interesting. I'm looking forward to seeing it in action.</p><p></p><p>Oh, interesting stuff. So a gnome will be tied to Corellon because of the tie to the Feywild?</p><p></p><p>I knew that skill challenges added to XP (though didn't know about the Essentials tweak), but I did not know about the RP XP, per RAW. That's interesting. (Side note: I also read your skill challenge doc, and it should be handy once I condense it into a more note-like version. Thank you.)</p><p></p><p>Yeah, the guard thing is basically what I have in mind (with conversions to swarms if they ever get high enough), and I think I like the upgrade change, too.</p><p></p><p>Yeah, I think I want to go easier, rather than harder. I want to play hard once the enemies hit the board, but my framing might be easier. Only one player (of the 2-4 that might be playing) is experienced; one has played 4e for a couple of months before the game was cancelled, and the 2 other potential players haven't RPed at all that I know of (though they've played games like M:TG, etc., and so should be aware of "building" a deck/character mechanically, tactics, etc.). So I'll probably start low and ramp stuff up to challenge them as I see the need to. The player of the gnome constantly brags about how powerful her gnome was, so I'll be keeping a close eye on it either way.</p><p></p><p>I was going to ask about this, but forgot. I commonly see these feats given for free. Any advice? I know that your group has gotten along fine with them completely omitted (instead of given for free), but how do you think a group of mostly inexperienced players will do? Will a free expertise feat help pull less tactical-savvy players up?</p><p></p><p>I was planning on making it fully meta, and hadn't even considered it actually manifesting in any way (as I didn't want to thrust an unwanted NPC on them). I'll run it by them (if there's only two of them) and see what they like. I could see it being fully meta, or a curse / blessing of some type, or a spirit / ghost / demon, or something. Maybe even a familiar. Lots of options that I hadn't thought of now that you brought it up. Thanks again <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll likely attempt to exploit this. This is one of my biggest disconnects with 4e; I like the concrete rules in many ways (although they often seem quite artificially constraining from the outside), but the skill system seems nearly free-form. However, I plan to play to 4e's strengths, like I've said, so I'll be trying to do stuff like what you've outlined here (including encouraging use of page 42). I'm used to rules covering basically all situations from my RPG, but I'm naturally an improvisational GM; I'll just wing it while relying on Easy / Moderate / Hard (and maybe your Extreme) DCs, and trying to let players guide the scene by saying "I'll do this" and me saying "then roll this."</p><p></p><p>At any rate, thanks again for the tips. I don't want to tie up a lot of your posting time, but if you feel like any more tips are appropriate, keep 'em coming.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6175736, member: 6668292"] Okay, I'll try to find out more. I had the sense he had a sub-optimal character (he didn't like the campaign after he felt the DM had shafted his previous character), but I might have the details wrong. For all I know, he'll make something completely new. Yeah, I've heard a little about psionic stuff, and it looks interesting. I'm looking forward to seeing it in action. Oh, interesting stuff. So a gnome will be tied to Corellon because of the tie to the Feywild? I knew that skill challenges added to XP (though didn't know about the Essentials tweak), but I did not know about the RP XP, per RAW. That's interesting. (Side note: I also read your skill challenge doc, and it should be handy once I condense it into a more note-like version. Thank you.) Yeah, the guard thing is basically what I have in mind (with conversions to swarms if they ever get high enough), and I think I like the upgrade change, too. Yeah, I think I want to go easier, rather than harder. I want to play hard once the enemies hit the board, but my framing might be easier. Only one player (of the 2-4 that might be playing) is experienced; one has played 4e for a couple of months before the game was cancelled, and the 2 other potential players haven't RPed at all that I know of (though they've played games like M:TG, etc., and so should be aware of "building" a deck/character mechanically, tactics, etc.). So I'll probably start low and ramp stuff up to challenge them as I see the need to. The player of the gnome constantly brags about how powerful her gnome was, so I'll be keeping a close eye on it either way. I was going to ask about this, but forgot. I commonly see these feats given for free. Any advice? I know that your group has gotten along fine with them completely omitted (instead of given for free), but how do you think a group of mostly inexperienced players will do? Will a free expertise feat help pull less tactical-savvy players up? I was planning on making it fully meta, and hadn't even considered it actually manifesting in any way (as I didn't want to thrust an unwanted NPC on them). I'll run it by them (if there's only two of them) and see what they like. I could see it being fully meta, or a curse / blessing of some type, or a spirit / ghost / demon, or something. Maybe even a familiar. Lots of options that I hadn't thought of now that you brought it up. Thanks again :) I'll likely attempt to exploit this. This is one of my biggest disconnects with 4e; I like the concrete rules in many ways (although they often seem quite artificially constraining from the outside), but the skill system seems nearly free-form. However, I plan to play to 4e's strengths, like I've said, so I'll be trying to do stuff like what you've outlined here (including encouraging use of page 42). I'm used to rules covering basically all situations from my RPG, but I'm naturally an improvisational GM; I'll just wing it while relying on Easy / Moderate / Hard (and maybe your Extreme) DCs, and trying to let players guide the scene by saying "I'll do this" and me saying "then roll this." At any rate, thanks again for the tips. I don't want to tie up a lot of your posting time, but if you feel like any more tips are appropriate, keep 'em coming. [/QUOTE]
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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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