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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="Dustin Cooper" data-source="post: 9321183" data-attributes="member: 6922447"><p>That's the big one that most people recommend, though it matters less at low levels. If you want to use an old monster and adjust the math, just use <a href="https://www.blogofholding.com/?p=512" target="_blank">MM3 on a business card</a>, and you can get a mostly fixed monster in minutes. That said, they also did change the kinds of powers they gave, largely removing ones that involved significant healing, so I'd recommend generally dropping or replacing powers like that on older monsters if you want to reuse them.</p><p></p><p>And back in the day, it seemed to be common advice in some places that if you're using an official published adventure, you should cut like half the combat. I'm not sure if you need to cut that much, but some adventures, particularly older ones, have more than they really need. Like I ran Seekers of the Ashen Crown, and there's a bunch of optional encounters that literally only exist to give the party XP if they're not leveled up enough for where the book wants them. I just cut those entirely and used milestone leveling at the points where the book clearly wanted them leveled up, and I'd recommend doing the same. 4e combat is big and epic, which is great when used well, but feels like a waste of time if you're just want the party to deal with random pick pocketers or something. I'd also say that the official rate it wants you to level seemed a bit slow to me, but that probably varies by table. Don't be afraid to just use milestones or something if the rate from XP doesn't seem right for your group.</p><p></p><p>Another thing to think about is whether to use inherent bonuses. 4e assumes a constant stream of specific kinds of treasure to keep players up with the math, and that may or may not work with your campaign and your group. If you or the group doesn't care about loot much or you want magic items to be more rare and special, there's an optional rule called inherent bonuses which just gives the PCs the numerical bonuses they'd normally get from equipment as they level. If your players are going to use the character builder (which I'd highly recommend tracking down, as the community has kept it up to date and functional with all player facing 4e content), there's a checkbox to have it just included in the character sheets that it produces.</p></blockquote><p></p>
[QUOTE="Dustin Cooper, post: 9321183, member: 6922447"] That's the big one that most people recommend, though it matters less at low levels. If you want to use an old monster and adjust the math, just use [URL='https://www.blogofholding.com/?p=512']MM3 on a business card[/URL], and you can get a mostly fixed monster in minutes. That said, they also did change the kinds of powers they gave, largely removing ones that involved significant healing, so I'd recommend generally dropping or replacing powers like that on older monsters if you want to reuse them. And back in the day, it seemed to be common advice in some places that if you're using an official published adventure, you should cut like half the combat. I'm not sure if you need to cut that much, but some adventures, particularly older ones, have more than they really need. Like I ran Seekers of the Ashen Crown, and there's a bunch of optional encounters that literally only exist to give the party XP if they're not leveled up enough for where the book wants them. I just cut those entirely and used milestone leveling at the points where the book clearly wanted them leveled up, and I'd recommend doing the same. 4e combat is big and epic, which is great when used well, but feels like a waste of time if you're just want the party to deal with random pick pocketers or something. I'd also say that the official rate it wants you to level seemed a bit slow to me, but that probably varies by table. Don't be afraid to just use milestones or something if the rate from XP doesn't seem right for your group. Another thing to think about is whether to use inherent bonuses. 4e assumes a constant stream of specific kinds of treasure to keep players up with the math, and that may or may not work with your campaign and your group. If you or the group doesn't care about loot much or you want magic items to be more rare and special, there's an optional rule called inherent bonuses which just gives the PCs the numerical bonuses they'd normally get from equipment as they level. If your players are going to use the character builder (which I'd highly recommend tracking down, as the community has kept it up to date and functional with all player facing 4e content), there's a checkbox to have it just included in the character sheets that it produces. [/QUOTE]
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