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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="JamesonCourage" data-source="post: 6177056" data-attributes="member: 6668292"><p>Okay, I lean towards not telling the players, then. However, I think I'll use minions in such a way that it should imply that some might be non-minions (such as by having non-minions physically stand out from the more normal multitude of minions).</p><p></p><p>I always told my players when I used my skill challenge rules from my RPG, but I tend to run skill challenges at a pretty quick pace, urging the players to act or asking them to roll for something specific (depending on the skill challenge). The quick pace tends to keep the focus on the action and fiction, so I think I'll stick to that approach with this new group and we'll see how it goes. If it doesn't go over well, I'll try hiding it and letting it unfold "naturally". Thanks for the good post 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></p><p>Having test-played out a combat a couple of times (to make sure that I have a grip on the system as best as I can get without actual players), I think this is a really good idea. It's easy to fall into the "just glance over powers and pick one" thing (though that could've been because I was running 4 different PCs and 3 different types of monsters). Either way, I've seen this, the "Do Something Awesome" cards, and the like from experienced 4e fans, so I'll accept this bit of wisdom. It may not help certain players, but it'll probably help a lot, and almost certainly the 1-3 new players I'll be running the game for. Thanks <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></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6177056, member: 6668292"] Okay, I lean towards not telling the players, then. However, I think I'll use minions in such a way that it should imply that some might be non-minions (such as by having non-minions physically stand out from the more normal multitude of minions). I always told my players when I used my skill challenge rules from my RPG, but I tend to run skill challenges at a pretty quick pace, urging the players to act or asking them to roll for something specific (depending on the skill challenge). The quick pace tends to keep the focus on the action and fiction, so I think I'll stick to that approach with this new group and we'll see how it goes. If it doesn't go over well, I'll try hiding it and letting it unfold "naturally". Thanks for the good post again :) Having test-played out a combat a couple of times (to make sure that I have a grip on the system as best as I can get without actual players), I think this is a really good idea. It's easy to fall into the "just glance over powers and pick one" thing (though that could've been because I was running 4 different PCs and 3 different types of monsters). Either way, I've seen this, the "Do Something Awesome" cards, and the like from experienced 4e fans, so I'll accept this bit of wisdom. It may not help certain players, but it'll probably help a lot, and almost certainly the 1-3 new players I'll be running the game for. Thanks :) [/QUOTE]
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