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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="Quickleaf" data-source="post: 6176485" data-attributes="member: 20323"><p>You're welcome, it's definitely a helpful resource for DMs. </p><p></p><p>On the player side there's a stylistic issue that may come up that seems endemic especially to 4e. Players in 4e seem to look to their character sheets and powers for what they can do first, rather than their imaginations. Personally, that kills a lot of the joy of D&D, like back when I played 1e/2e and you usually came at problems from imagination first, then possible codified character abilities. In 4e this is particularly pronounced in combat, and is a trend I wish I had avoided earlier on.</p><p></p><p>So I suggest:</p><ul> <li data-xf-list-type="ul">using the resources on my cheat sheet from Mark Monack's "Tutorial: Terrain Powers" and the updated DMG page 42 tables (also on the cheat sheet) to interpret player ideas.</li> <li data-xf-list-type="ul">reminding players from the get-go to think of what they want their character to do first, and <em>then </em>look to their powers or the DM to resolve it.</li> <li data-xf-list-type="ul">in every encounter include some unique terrain/situation note that characters can exploit to gain an advantage.</li> <li data-xf-list-type="ul">consider custom made simplified character sheets, possibly starting off without any powers at all or just at-will powers, introducing powers only once the players were into improvising.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6176485, member: 20323"] You're welcome, it's definitely a helpful resource for DMs. On the player side there's a stylistic issue that may come up that seems endemic especially to 4e. Players in 4e seem to look to their character sheets and powers for what they can do first, rather than their imaginations. Personally, that kills a lot of the joy of D&D, like back when I played 1e/2e and you usually came at problems from imagination first, then possible codified character abilities. In 4e this is particularly pronounced in combat, and is a trend I wish I had avoided earlier on. So I suggest: [LIST] [*]using the resources on my cheat sheet from Mark Monack's "Tutorial: Terrain Powers" and the updated DMG page 42 tables (also on the cheat sheet) to interpret player ideas. [*]reminding players from the get-go to think of what they want their character to do first, and [i]then [/i]look to their powers or the DM to resolve it. [*]in every encounter include some unique terrain/situation note that characters can exploit to gain an advantage. [*]consider custom made simplified character sheets, possibly starting off without any powers at all or just at-will powers, introducing powers only once the players were into improvising.[/LIST] [/QUOTE]
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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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