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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="James Gasik" data-source="post: 9301306" data-attributes="member: 6877472"><p>One thing to consider is party composition- tossing in a Warlord, for example can make spending Action Points a lot more fun- heck, even the multiclass Feat for the Bravura Warlord can be an incredible boon for your group (adding +4 to hit whenever you spend an Action Point).</p><p></p><p>if they're really unlucky, consider letting them find some Dice of Auspicious Fortune. There really are fun magic items in 4e, unfortunately, they don't tend to be the ones that add bonuses to attack or defenses, so a lot of players seem to avoid them. I got a lot of mileage out of my Dimensional Knife and Ghost-Grinding Powder back when I played.</p><p></p><p>As for "going Nova", that's really what the Daily Powers are for. Most fights shouldn't require them, and their effects on an encounter can be dramatic- just take a gander at the Warlord Daily "Stand the Fallen" as a good example of what I mean.</p><p></p><p>I'm not sure what you mean by healing- does your group often find themselves needing more healing than the 2 minor action heals their leader can provide? I had a friend who played a Pacifist build Cleric and he had tons of extra heals with utility powers and dailies, to the point that in late Paragon, our Striker got dominated and forced to attack him, and nothing the character could do was able to outpace the Cleric's healing.</p><p></p><p>One mistake I saw a lot of 4e players make is fail to make use of their Second Wind when in a pinch, expecting their leader to be a Healbot. I know people want to keep attacking every round, but the party Defender should be the first priority for healing if they're managing to keep the most deadly enemies Marked. OTOH, if enemies aren't going to respect the Defender's marks (due to there being a lot of them, or the Defender's punishment is weak), the party's Controller will be required to lock enemies down.</p><p></p><p>Most characters can get access to forced movement, slow, or daze effects, even Strikers, and these can do a lot towards keeping ranged characters out of trouble. I had a Ranger who took a Feat that slowed an enemy when hit, and another feat that also knocked slowed enemies prone when I hit them. Combined even with Double Strike, this could keep a non-ranged enemy from doing much of anything (and later, I convinced the other ranged characters to invest in a feat that lets you ignore the penalty for shooting at a prone target, and get a little damage bonus on prone targets as well).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9301306, member: 6877472"] One thing to consider is party composition- tossing in a Warlord, for example can make spending Action Points a lot more fun- heck, even the multiclass Feat for the Bravura Warlord can be an incredible boon for your group (adding +4 to hit whenever you spend an Action Point). if they're really unlucky, consider letting them find some Dice of Auspicious Fortune. There really are fun magic items in 4e, unfortunately, they don't tend to be the ones that add bonuses to attack or defenses, so a lot of players seem to avoid them. I got a lot of mileage out of my Dimensional Knife and Ghost-Grinding Powder back when I played. As for "going Nova", that's really what the Daily Powers are for. Most fights shouldn't require them, and their effects on an encounter can be dramatic- just take a gander at the Warlord Daily "Stand the Fallen" as a good example of what I mean. I'm not sure what you mean by healing- does your group often find themselves needing more healing than the 2 minor action heals their leader can provide? I had a friend who played a Pacifist build Cleric and he had tons of extra heals with utility powers and dailies, to the point that in late Paragon, our Striker got dominated and forced to attack him, and nothing the character could do was able to outpace the Cleric's healing. One mistake I saw a lot of 4e players make is fail to make use of their Second Wind when in a pinch, expecting their leader to be a Healbot. I know people want to keep attacking every round, but the party Defender should be the first priority for healing if they're managing to keep the most deadly enemies Marked. OTOH, if enemies aren't going to respect the Defender's marks (due to there being a lot of them, or the Defender's punishment is weak), the party's Controller will be required to lock enemies down. Most characters can get access to forced movement, slow, or daze effects, even Strikers, and these can do a lot towards keeping ranged characters out of trouble. I had a Ranger who took a Feat that slowed an enemy when hit, and another feat that also knocked slowed enemies prone when I hit them. Combined even with Double Strike, this could keep a non-ranged enemy from doing much of anything (and later, I convinced the other ranged characters to invest in a feat that lets you ignore the penalty for shooting at a prone target, and get a little damage bonus on prone targets as well). [/QUOTE]
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