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JamesonCourage's First 4e Session
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<blockquote data-quote="Manbearcat" data-source="post: 6180734" data-attributes="member: 6696971"><p>Well. It appears that in your initial foray into 4e adventuring you were able to hit all of the right notes ** and knock it out of the park, furthering my facepalm that WotC designers/module writers (who should be ultimately versed in the functionality of the ruleset) were unable to do the same. Your session looks great across the board. I'm glad that both you and your players had a great time. Its sure to just improve from there. Regarding the Monk and survivability, here are a couple of ways (Monk specific) to improve the Monks survivability that you may want to point out to your player:</p><p></p><p>Class Feature: Desert Wind Tradition. The Flurry of Blows effect grants - 2 to enemy attacks. You can reskin the secondary as Str, Con, or Wis instead of Charisma if she is looking for one of them as secondary for her character.</p><p></p><p>At-Will Powers: Lion's Den (+ 1 Power Bonus all Defenses), Fallen Needle (- 2 penalty to attack you).</p><p></p><p>Monk Feats: Unarmored Agility (quintessential...+ 2 AC), Shielding Whirlwind (quarterstaff specific...partial cover vs ranged and AoE and no CA when flanked), </p><p></p><p>**</p><p> </p><p>- Evocative, and fun Skill Challenges that are mechanically fully functional and intuitive for the players from a fiction first (not Pawn stance) perspective.</p><p></p><p>- Pressuring Healing Surges such that an adventuring day is tense for the players, with an element of old school resource strategy, and properly paced while facing varying challenges.</p><p></p><p>- Exciting/dynamic fights featuring lots of movement/interaction with battlefield/memorable bad guys (both mechanically and thematically) and plenty of heroic comebacks.</p><p></p><p>- Coherent usage of quests to guide play and treasure/rewards.</p><p></p><p>- Well-improvised task resolution so players could make interesting, functional use of their non-combat tools.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6180734, member: 6696971"] Well. It appears that in your initial foray into 4e adventuring you were able to hit all of the right notes ** and knock it out of the park, furthering my facepalm that WotC designers/module writers (who should be ultimately versed in the functionality of the ruleset) were unable to do the same. Your session looks great across the board. I'm glad that both you and your players had a great time. Its sure to just improve from there. Regarding the Monk and survivability, here are a couple of ways (Monk specific) to improve the Monks survivability that you may want to point out to your player: Class Feature: Desert Wind Tradition. The Flurry of Blows effect grants - 2 to enemy attacks. You can reskin the secondary as Str, Con, or Wis instead of Charisma if she is looking for one of them as secondary for her character. At-Will Powers: Lion's Den (+ 1 Power Bonus all Defenses), Fallen Needle (- 2 penalty to attack you). Monk Feats: Unarmored Agility (quintessential...+ 2 AC), Shielding Whirlwind (quarterstaff specific...partial cover vs ranged and AoE and no CA when flanked), ** - Evocative, and fun Skill Challenges that are mechanically fully functional and intuitive for the players from a fiction first (not Pawn stance) perspective. - Pressuring Healing Surges such that an adventuring day is tense for the players, with an element of old school resource strategy, and properly paced while facing varying challenges. - Exciting/dynamic fights featuring lots of movement/interaction with battlefield/memorable bad guys (both mechanically and thematically) and plenty of heroic comebacks. - Coherent usage of quests to guide play and treasure/rewards. - Well-improvised task resolution so players could make interesting, functional use of their non-combat tools. [/QUOTE]
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