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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="Manbearcat" data-source="post: 6176075" data-attributes="member: 6696971"><p>Before I address the below, I can't xp but the "4e Cosmology for Dummies" post 10 and 11 by @<a href="http://www.enworld.org/forum/member.php?87792-Neonchameleon" target="_blank"><strong>Neonchameleon</strong></a> and @<a href="http://www.enworld.org/forum/member.php?27160-Balesir" target="_blank"><strong>Balesir</strong></a> are both pretty much nails. Stick-worthy for any newbie getting into the game.</p><p></p><p>And this</p><p></p><p></p><p></p><p>Again, I can't xp but "non-verbal metagame cues that sit alongside but don't interrupt the back-and-forth narration" is probably as good phraseology as I've written or read to advocate for the technique of liberal usage of non-invasive (to the running narrative) metagame props. I'll have to remember that.</p><p></p><p>And I agree, most optimistic/inspiring ENworld thread for a good while.</p><p></p><p></p><p></p><p>Its no trouble. Glad to help. And that was my takeaway from your posts (that you're an improvisational GM) so I figured it would help. Because of that (and your experience with Skill Challenge frameworks), my guess is that your learning curve will be shallow and your turnaround from novice 4e GM to running a tight, evocative game will be pretty immediate.</p><p></p><p></p><p></p><p>Here is a quick 1st level rendering that you can either use full bore or pick apart at your discretion. If you want the player to use it for non-combat, then just give it 4 trained skills and a Skill Power.</p><p></p><p><strong>Force of Mind</strong></p><p>Level 1 Medium Projection (Defender)</p><p>HP 32; Bloodied 16 Healing Surge 12 @ 8 Initiative +2 Speed 6</p><p>AC 18 Fortitude 16 Reflex 13 Will 13 </p><p></p><p><strong>Traits</strong></p><p></p><p><em>Thy Will Be Done </em>* Aura 2 (psychic)</p><p>While in the aura, enemies take a -2 penalty to attack rolls against creatures other than the Force of Mind.</p><p></p><p><em>Force Construct</em></p><p>An enemy cannot enter the Force of Mind's space by any means.</p><p><strong></strong></p><p><strong>Standard Actions</strong></p><p></p><p><em>[MBA] Psionic Slam (force)</em> * At-Will</p><p>Attack: Melee 1 (one creature); L + 4 vs. Ref</p><p>Hit: L+ 10 force damage</p><p><em></em></p><p><em>Bonds of Force (force)</em> * At-Will</p><p>Attack: Melee 1 (one creature); L + 4 vs. Fort</p><p>Hit: L+ 8 force damage and the target is slowed until the end of its next turn.</p><p></p><p><em>Psychic Beckoning (psychic)</em> * At-Will</p><p>Attack: Ranged 5 (one creature); vs. Will</p><p>Hit: L + 8 psychic damage and you can pull the target 3 squares.</p><p></p><p><strong>Move Actions</strong></p><p></p><p><em>Astral Jaunt</em> * Encounter</p><p>Effect: The Force of Mind ends any slowing or immobilizing effect on it and teleports up to 5 squares.</p><p></p><p><strong>Triggered Actions</strong></p><p><em></em></p><p><em>Mind Spike (force, psionic, psychic)</em> * At-Will</p><p>Trigger: An enemy in the Thy Will Be Done aura deals damage to an ally with an attack that doesn't include the Force of Mind.</p><p>Effect (Immediate Reaction): The enemy takes force and psychic damage equal to the damage that its attack dealt to your ally.</p><p></p><p></p><p></p><p>I'm assuming a PHB Twin-Strike Ranger as archer rather than a Slayer archer or a Hunter, Seeker, Warlord archer or Cleric archer. Its difficult to say what the other two should be. A group of 4, tactically adept, Strikers and Controllers can dominate encounters. Its mainly when you get to the fights with heavy hitting Solos, Elites or force multiplication with Leader + Artillery etc that you really need a stout Defender (type) to soak the incoming damage and dictate target acquisition. A Barbarian and a Warlord is never a bad combo to round out a group. I like the Fighter as the best all-around Defender so that coupled with the tried-and-true Cleric is never a bad option...or Cleric/Ranger Hybrid (with the Ranger portion of the build being of the Twin Strike and Immediate Action variety) is one of the few highly functional hybrid builds. Check with pemerton on that one as one of the PCs in his game runs that.</p><p></p><p></p><p></p><p>Honestly, pretty much the whole book. But if I had to pick a few areas specifically, I'd go with:</p><p></p><p>Chapter 1:</p><p></p><p>- Story Structure.</p><p>- Cooperative World Building.</p><p>- RP Hooks.</p><p>- Vignettes.</p><p>- Drama Rewards.</p><p>- Companion Rules.</p><p></p><p>Chapter 2:</p><p></p><p>- Encounter as Story.</p><p>- Encounters for Small Groups.</p><p>- Encounters and Attrition (specifically the varying Pacing).</p><p>- Creating Movement.</p><p>- Terrain.</p><p></p><p>The entirety of Chapter 3 (Skill Challenges) is can't miss. Pretty much quintissential non-combat, conflict resolution advice.</p><p></p><p>Chapter 5:</p><p></p><p>- Alternative Rewards.</p><p>- Artifacts.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6176075, member: 6696971"] Before I address the below, I can't xp but the "4e Cosmology for Dummies" post 10 and 11 by @[URL="http://www.enworld.org/forum/member.php?87792-Neonchameleon"][B]Neonchameleon[/B][/URL] and @[URL="http://www.enworld.org/forum/member.php?27160-Balesir"][B]Balesir[/B][/URL] are both pretty much nails. Stick-worthy for any newbie getting into the game. And this Again, I can't xp but "non-verbal metagame cues that sit alongside but don't interrupt the back-and-forth narration" is probably as good phraseology as I've written or read to advocate for the technique of liberal usage of non-invasive (to the running narrative) metagame props. I'll have to remember that. And I agree, most optimistic/inspiring ENworld thread for a good while. Its no trouble. Glad to help. And that was my takeaway from your posts (that you're an improvisational GM) so I figured it would help. Because of that (and your experience with Skill Challenge frameworks), my guess is that your learning curve will be shallow and your turnaround from novice 4e GM to running a tight, evocative game will be pretty immediate. Here is a quick 1st level rendering that you can either use full bore or pick apart at your discretion. If you want the player to use it for non-combat, then just give it 4 trained skills and a Skill Power. [B]Force of Mind[/B] Level 1 Medium Projection (Defender) HP 32; Bloodied 16 Healing Surge 12 @ 8 Initiative +2 Speed 6 AC 18 Fortitude 16 Reflex 13 Will 13 [B]Traits[/B] [I]Thy Will Be Done [/I]* Aura 2 (psychic) While in the aura, enemies take a -2 penalty to attack rolls against creatures other than the Force of Mind. [I]Force Construct[/I] An enemy cannot enter the Force of Mind's space by any means. [B] Standard Actions[/B] [I][MBA] Psionic Slam (force)[/I] * At-Will Attack: Melee 1 (one creature); L + 4 vs. Ref Hit: L+ 10 force damage [I] Bonds of Force (force)[/I] * At-Will Attack: Melee 1 (one creature); L + 4 vs. Fort Hit: L+ 8 force damage and the target is slowed until the end of its next turn. [I]Psychic Beckoning (psychic)[/I] * At-Will Attack: Ranged 5 (one creature); vs. Will Hit: L + 8 psychic damage and you can pull the target 3 squares. [B]Move Actions[/B] [I]Astral Jaunt[/I] * Encounter Effect: The Force of Mind ends any slowing or immobilizing effect on it and teleports up to 5 squares. [B]Triggered Actions[/B] [I] Mind Spike (force, psionic, psychic)[/I] * At-Will Trigger: An enemy in the Thy Will Be Done aura deals damage to an ally with an attack that doesn't include the Force of Mind. Effect (Immediate Reaction): The enemy takes force and psychic damage equal to the damage that its attack dealt to your ally. I'm assuming a PHB Twin-Strike Ranger as archer rather than a Slayer archer or a Hunter, Seeker, Warlord archer or Cleric archer. Its difficult to say what the other two should be. A group of 4, tactically adept, Strikers and Controllers can dominate encounters. Its mainly when you get to the fights with heavy hitting Solos, Elites or force multiplication with Leader + Artillery etc that you really need a stout Defender (type) to soak the incoming damage and dictate target acquisition. A Barbarian and a Warlord is never a bad combo to round out a group. I like the Fighter as the best all-around Defender so that coupled with the tried-and-true Cleric is never a bad option...or Cleric/Ranger Hybrid (with the Ranger portion of the build being of the Twin Strike and Immediate Action variety) is one of the few highly functional hybrid builds. Check with pemerton on that one as one of the PCs in his game runs that. Honestly, pretty much the whole book. But if I had to pick a few areas specifically, I'd go with: Chapter 1: - Story Structure. - Cooperative World Building. - RP Hooks. - Vignettes. - Drama Rewards. - Companion Rules. Chapter 2: - Encounter as Story. - Encounters for Small Groups. - Encounters and Attrition (specifically the varying Pacing). - Creating Movement. - Terrain. The entirety of Chapter 3 (Skill Challenges) is can't miss. Pretty much quintissential non-combat, conflict resolution advice. Chapter 5: - Alternative Rewards. - Artifacts. [/QUOTE]
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