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JamesonCourage's First 4e Session
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<blockquote data-quote="MoutonRustique" data-source="post: 6460918" data-attributes="member: 22362"><p>For a similar feel of power for the PCs - I've found that having ~recent foes (about level -3/4) and increasing their attack values by ~+4 while giving them 1/2 hp and have +1/3 of them (when using xp charts) makes for fast, dangerous and rewarding fights.</p><p></p><p>They can be record-keeping heavy (as they are not minions and there will be <em>alot</em> of them), but if that's not too much of an issue, they have the advantage of going down fast when hit with "serious" attacks but not falling to all those "deal 2 damage to x" type riders (l<em>lightning whetstones</em>, I'm looking at you!).</p><p></p><p>They really show-off the PCs' power and are a nice stepping point between standard and full-minion status.</p><p></p><p>I was going to say that paragon paths are great levers and should really be felt in the narrative - but you've got that covered!</p><p></p><p>I see two main approaches :</p><p>1 - they keep giving themselves goals (but not [quests]) which you then "dissect" and turn into minor quests.</p><p>2 - you guys have more of a "sit down talk" about their goals and collaboratively hash them out into bit-sized objectives (minor quests)</p><p></p><p>I can say that both are potentially great - this depends upon <em>how</em> your players want to interface with the game world. I suggest you find out (or already know?) how they'd like to go about it and propose (or keep it secret) the preferred approach. This can range from : "<em>Hey guys, how'd you like to set the quests for your characters? Directly? Alright then, Drew bring up the white board!"</em> to something like "<em>Hey guys, keep your characters talking about their goals in-game. You never know, the powers-that-be might be listening...</em>" or even "<em>... No, no, you guys keep talking, I'm jotting down a grocery list - Mag will kill me if I forget the eggs again."</em></p><p></p><p>----</p><p>If your group hasn't made heavy use of rituals, I'd suggest looking into the possible alternate rules to make them more attractive. Once you hit paragon, there are some very cool ones in there that can give a good deal of options for players.</p><p></p><p>As has been stated through out - paragon is a great place to have the campaign become more "apparently" sand-boxy (I say apparently, because the point is player empowerment, not DM nightmare.)</p><p></p><p>A cool trick for can be (if your campaign includes a bit of travel and different locations) to treat the region (world?) map as a huge dungeon - each region or town/city/village becomes a "room". It's not something that should really be shared with your players, and it doesn't really impact anything much - it's just a mindset I've found useful to design adventures (it helps me stay focused on the story/sequence/events I want to build w/o getting too lost in side things that won't be needed for 10 more levels...)</p><p></p><p>Hope I'm not parroting too much; in any case, you seem to have it covered!</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6460918, member: 22362"] For a similar feel of power for the PCs - I've found that having ~recent foes (about level -3/4) and increasing their attack values by ~+4 while giving them 1/2 hp and have +1/3 of them (when using xp charts) makes for fast, dangerous and rewarding fights. They can be record-keeping heavy (as they are not minions and there will be [I]alot[/I] of them), but if that's not too much of an issue, they have the advantage of going down fast when hit with "serious" attacks but not falling to all those "deal 2 damage to x" type riders (l[I]lightning whetstones[/I], I'm looking at you!). They really show-off the PCs' power and are a nice stepping point between standard and full-minion status. I was going to say that paragon paths are great levers and should really be felt in the narrative - but you've got that covered! I see two main approaches : 1 - they keep giving themselves goals (but not [quests]) which you then "dissect" and turn into minor quests. 2 - you guys have more of a "sit down talk" about their goals and collaboratively hash them out into bit-sized objectives (minor quests) I can say that both are potentially great - this depends upon [I]how[/I] your players want to interface with the game world. I suggest you find out (or already know?) how they'd like to go about it and propose (or keep it secret) the preferred approach. This can range from : "[I]Hey guys, how'd you like to set the quests for your characters? Directly? Alright then, Drew bring up the white board!"[/I] to something like "[I]Hey guys, keep your characters talking about their goals in-game. You never know, the powers-that-be might be listening...[/I]" or even "[I]... No, no, you guys keep talking, I'm jotting down a grocery list - Mag will kill me if I forget the eggs again."[/I] ---- If your group hasn't made heavy use of rituals, I'd suggest looking into the possible alternate rules to make them more attractive. Once you hit paragon, there are some very cool ones in there that can give a good deal of options for players. As has been stated through out - paragon is a great place to have the campaign become more "apparently" sand-boxy (I say apparently, because the point is player empowerment, not DM nightmare.) A cool trick for can be (if your campaign includes a bit of travel and different locations) to treat the region (world?) map as a huge dungeon - each region or town/city/village becomes a "room". It's not something that should really be shared with your players, and it doesn't really impact anything much - it's just a mindset I've found useful to design adventures (it helps me stay focused on the story/sequence/events I want to build w/o getting too lost in side things that won't be needed for 10 more levels...) Hope I'm not parroting too much; in any case, you seem to have it covered! [/QUOTE]
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