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My first 4e session (no spoilers!)
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<blockquote data-quote="Jer" data-source="post: 4281325" data-attributes="member: 19857"><p>One observation from my own initial run of my group through 4e D&D the other weekend is that 4e not only rewards good tactics from the players, but also the powers actively encourage the players to make good tactical decisions - once they have enough rules knowledge to know how 1) their own exploits work and 2) how Combat Advantage works.</p><p></p><p>My players (who are not generally known for their brilliant tactics - more for their "every man for himself" antics) quickly learned in their first fight with a bunch of kobolds how to take advantage of their powers to form synergies with each other and keep themselves from getting killed. Everyone initially tried to do the one-on-one thing with the kobolds - the standard tactic in any 3.x game we've played - and got beaten hard. Then the fighter and the paladin started comparing notes on how their "mark" powers worked and suddenly they were teaming up very well - much better than they had in our previous games. Even the wizard was getting into the act - once he got over the fact that he could cast Magic Missile more than once and had a small Fireball available to him at first level.</p><p></p><p>I like this - it takes a bit of the burden off of me as a DM to see this. I'm actually far less afraid of a TPK in the low levels of this edition than I was in 3e (where, frankly, I had to cheat - or at least "play stupid" - to keep my players alive for all of the 3e campaigns I've run). The powers act as "hints" to get the players to pick up at least decent tactics and to encourage them to work together a bit more than I've seen in any of the previous editions of the game.</p><p></p><p>What I am a bit afraid of is that the players will just pick up particular combos of tactics and use them over and over again - combined with the slightly longer combats that might serve to make combat boring once the "newness" of the system wears off. I suspect that part of keeping things exciting will be on me as the DM to choose different opponents (who use different tactics) and to spice up the battlefield with different hazards. We'll see, I suppose.</p></blockquote><p></p>
[QUOTE="Jer, post: 4281325, member: 19857"] One observation from my own initial run of my group through 4e D&D the other weekend is that 4e not only rewards good tactics from the players, but also the powers actively encourage the players to make good tactical decisions - once they have enough rules knowledge to know how 1) their own exploits work and 2) how Combat Advantage works. My players (who are not generally known for their brilliant tactics - more for their "every man for himself" antics) quickly learned in their first fight with a bunch of kobolds how to take advantage of their powers to form synergies with each other and keep themselves from getting killed. Everyone initially tried to do the one-on-one thing with the kobolds - the standard tactic in any 3.x game we've played - and got beaten hard. Then the fighter and the paladin started comparing notes on how their "mark" powers worked and suddenly they were teaming up very well - much better than they had in our previous games. Even the wizard was getting into the act - once he got over the fact that he could cast Magic Missile more than once and had a small Fireball available to him at first level. I like this - it takes a bit of the burden off of me as a DM to see this. I'm actually far less afraid of a TPK in the low levels of this edition than I was in 3e (where, frankly, I had to cheat - or at least "play stupid" - to keep my players alive for all of the 3e campaigns I've run). The powers act as "hints" to get the players to pick up at least decent tactics and to encourage them to work together a bit more than I've seen in any of the previous editions of the game. What I am a bit afraid of is that the players will just pick up particular combos of tactics and use them over and over again - combined with the slightly longer combats that might serve to make combat boring once the "newness" of the system wears off. I suspect that part of keeping things exciting will be on me as the DM to choose different opponents (who use different tactics) and to spice up the battlefield with different hazards. We'll see, I suppose. [/QUOTE]
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