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Making 4E "Survivable and Fun" for New Players
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<blockquote data-quote="Jer" data-source="post: 9110359" data-attributes="member: 19857"><p>So being both a 4e GM and a GW 7e GM I will say that GW tends to be deadlier than 4e across the board. The expectation is that you're going to have characters die, but character creation is so easy that you just roll up new ones, join the group and keep going forward. It's on the same engine as 4e but the knobs have been tuned on the monsters to be a little less forgiving for the players if you throw equal level challenges at them IME. (Especially if you're playing tactically and use a lot of minions). So if you're a much better tactical player than your players are, you might think about reducing the difficulty just a bit until you get a good feel for the deadliness.</p><p></p><p>Second I'm fairly certain - even though I can't find the errata now - that the core book has some misprints and some of the Novice powers that are listed as Encounter should actually be At-Will. As in all novice powers were supposed to be At-Will. The Novice powers marked Encounter are not appreciably more powerful than the other At-Will Novice powers, so if they were looking at their Novice powers and not using them because they thought they were Encounter powers they might be doing a bit less damage than expected.</p><p></p><p>Beyond that the usual things I see players do that the game assumes they won't is hoard their random mutant power cards and equipment cards instead of using them. They should be treating their card-based mutations like Encounter powers and using them every encounter most of the time - they get to draw another after the Encounter so it's not like they go away, but some players think of them as a once per day resource or at least treat them that way. And the GM should be handing out Omega Tech draws a bit like candy - the book IIRC recommends something like 2/3 of encounters should end up with every player drawing an Omega Tech card. That encourages the players to actually use their Omega Tech during every combat even though there's a chance that they'll lose it once they use it. I actually had to tell a few of my players who are normally very cautious about resources that they should be using their cards to survive because more tech was coming and they didn't need to keep it in reserve.</p></blockquote><p></p>
[QUOTE="Jer, post: 9110359, member: 19857"] So being both a 4e GM and a GW 7e GM I will say that GW tends to be deadlier than 4e across the board. The expectation is that you're going to have characters die, but character creation is so easy that you just roll up new ones, join the group and keep going forward. It's on the same engine as 4e but the knobs have been tuned on the monsters to be a little less forgiving for the players if you throw equal level challenges at them IME. (Especially if you're playing tactically and use a lot of minions). So if you're a much better tactical player than your players are, you might think about reducing the difficulty just a bit until you get a good feel for the deadliness. Second I'm fairly certain - even though I can't find the errata now - that the core book has some misprints and some of the Novice powers that are listed as Encounter should actually be At-Will. As in all novice powers were supposed to be At-Will. The Novice powers marked Encounter are not appreciably more powerful than the other At-Will Novice powers, so if they were looking at their Novice powers and not using them because they thought they were Encounter powers they might be doing a bit less damage than expected. Beyond that the usual things I see players do that the game assumes they won't is hoard their random mutant power cards and equipment cards instead of using them. They should be treating their card-based mutations like Encounter powers and using them every encounter most of the time - they get to draw another after the Encounter so it's not like they go away, but some players think of them as a once per day resource or at least treat them that way. And the GM should be handing out Omega Tech draws a bit like candy - the book IIRC recommends something like 2/3 of encounters should end up with every player drawing an Omega Tech card. That encourages the players to actually use their Omega Tech during every combat even though there's a chance that they'll lose it once they use it. I actually had to tell a few of my players who are normally very cautious about resources that they should be using their cards to survive because more tech was coming and they didn't need to keep it in reserve. [/QUOTE]
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