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Lessons from Game Day [Spoiler Free]
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<blockquote data-quote="Thunderfoot" data-source="post: 4277627" data-attributes="member: 34175"><p>Great stuff - now for a player's perspective:</p><p>1. Read your character sheet and now what you can and cannot do. And if you don't know, ask.</p><p></p><p>2. Listen carefully to what the DM says, he will ALWAYS drop a clue if the adventure/encounter is correctly written - it won't necessarily be <em>obvious </em>but it will be there.</p><p></p><p>3. Don't split the party! While this has always been sort of a convention in earlier editions its a down right unwritten rule in 4e. Splitting the party (even by a few feet) can lead to certain doom or more importantly a TPK. Encounter powers don't work if there is no rest between encounters and setting off two at once is a sure ticket to death.</p><p></p><p>4. Use your abilities. Basic anything, attacks, skills, etc is a waste. They give you this neat list of powers, use then, that's what they are there for.</p><p></p><p>5. Pay close attention to what happens when another player does something because it may affect you via bonuses or other extras (such as moves, attacks, etc.) /This BTW is the one really GOOD thing about this edition, it does award team work through cooperation and not through shoehorning. You don't have to work together, but the benefits are immediately obvious./</p><p></p><p>6. Always do something, If you are delaying, make sure its for a reason other than because you think you can't act, chances are, you can, you just haven't figured out a decent plan of action.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 4277627, member: 34175"] Great stuff - now for a player's perspective: 1. Read your character sheet and now what you can and cannot do. And if you don't know, ask. 2. Listen carefully to what the DM says, he will ALWAYS drop a clue if the adventure/encounter is correctly written - it won't necessarily be [I]obvious [/I]but it will be there. 3. Don't split the party! While this has always been sort of a convention in earlier editions its a down right unwritten rule in 4e. Splitting the party (even by a few feet) can lead to certain doom or more importantly a TPK. Encounter powers don't work if there is no rest between encounters and setting off two at once is a sure ticket to death. 4. Use your abilities. Basic anything, attacks, skills, etc is a waste. They give you this neat list of powers, use then, that's what they are there for. 5. Pay close attention to what happens when another player does something because it may affect you via bonuses or other extras (such as moves, attacks, etc.) /This BTW is the one really GOOD thing about this edition, it does award team work through cooperation and not through shoehorning. You don't have to work together, but the benefits are immediately obvious./ 6. Always do something, If you are delaying, make sure its for a reason other than because you think you can't act, chances are, you can, you just haven't figured out a decent plan of action. [/QUOTE]
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