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My first taste of 4e, and what it means for 5e.
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<blockquote data-quote="GreyICE" data-source="post: 6011564" data-attributes="member: 6684526"><p>Isn't it funny I introduced 4 players to D&D 4E today. A fifth had significant 4E experience, and 1 had small 4E experience (played a 1 shot back when 4E first came out, so like 4 years ago). 2 of them needed the basic mechanic of rolling a d20, adding a modifier, and seeing if you need a target number explained. </p><p></p><p>There was a Dwarf S&B Fighter, an Eldarin Wizard, a Dragonborn Battle Cleric, a CA Rogue, and an Archery Ranger. All level 3 (so 2 encounter powers, 2 at-wills, 1 daily, plus class features). </p><p></p><p>In addition, we were using the Roll 20 tabletop which, while simple, still had a learning curve. Since this was mostly a stress-test of the software, and a mechanic introduction, there was pretty much no roleplay. I had a short encounter with three zombie dogs early on (which they pretty much kimcheed), and then they opened the doors to the outside, and met the meet of the problem.</p><p></p><p>12 Zombie Rotters (With an added mechanic that they had a save if they were killed by a non-crit, 15 or higher to remain standing)</p><p></p><p>2 Zombie Warchiefs (could enable 4 rotters to attack on their turn, could slide someone 3 spaces with shadow claws and enable an attack, could slam for pretty terrible damage)</p><p></p><p>1 Necromancer (level 3 elite, two spells and a close burst 5 (yes, burst FIVE) that did heavy damage, recharge). </p><p></p><p>While the necromancer had corpses, he channeled a spell I made up to create corpses, 2d3-1 for 2 turns, 2d3-2 for 2 turns, then he ran out of corpses. </p><p></p><p>So overall, it was 5 level 3 heroes, facing down 20+zombies, 2 warchiefs, and an elite mage. 3 people didn't know mechanics, 1 person had a shaky grasp, 1 had a firm grasp. You know what happened?</p><p></p><p>People only had 8-11 powers on their sheet. They were COLOR CODED. Green = At-Will. Red = Encounter. Grey = Daily. </p><p></p><p>Round 1 was interesting. Having beaten the zombie dogs, they figured they could slog through this. Then the necromancer (I put him dead last in the initiative order, DM perogative) summoned zombies, and they worked out what was happening. </p><p></p><p>Then it clicked. I heard them (we were on Skype). It started to gel. There was a goal here. A mission. The warchiefs needed to go down. They were enabling attacks and had dragged the ranger out of the inn into a pack of zombies. The necromancer needed to die. The shamblers were shamblers - finish em off, but focus on the warchiefs. </p><p></p><p>And then it began. The fighter rushed ahead, tanking the slow shamblers not just with Marks, but by virtue of leading the way. The rogue followed up, and using powers that let him get combat advantage while adjacent to allies (not just across) started setting up nasty combos. The cleric saw Turn Undead, went "Can I use this..." followed by "HELL YES I CAN" (zombies have terrible will! Close Burst 2 is that good!). The Ranger supported on the warchiefs while adding some help for the shamblers. The Wizard cleaned up shamblers with arc lightning and thunderwave. </p><p></p><p>As the horde started building up, I suggested the Wizard use Flaming Sphere. The one guy who had experience at the table went "HELL YES" and we explained a few questions he had about Flaming Sphere (it's not the simplest power in the book, but people like feeling cool). The save the zombies had was actually excellent at not trivializing the fight - over the next two turns, 3 zombies that should have died to the sphere remained standing, but it still cut a swath through them.</p><p></p><p>Finally the last of the corpses fell, and the bodies were exhausted. The wizard had been slinging spells at people for a round or two, but everyone was still up (Leader's surges and Cure Light Wounds depleted, Ranger had used Healing Step, Fighter used Minor Second Wind). </p><p></p><p>The cleric actually led the charge against the Necromancer. The Necromancer's strange glowing crown empowered him, but the PCs figured that enough damage would do the trick (spoiler: it would, but like 94 hp). The cleric missed, but enabled the rogue to get combat advantage. The fighter followed up with Comeback strike, marking and healing nicely, as well as doing massive damage. The wizard and ranger shot and cast spells. And despite a huge burst, the necromancer finally fell. </p><p></p><p>Total? 1 level 3 elite. 2 level 4 standards. ~20 level 3 minions. Brought down by 4 people with minimal 4E experience, and a 1 who had quite a bit. </p><p></p><p></p><p>I hate to say "maybe your DM sucked," but seriously, if you can't explain 4E to someone, maybe your DM sucked? Everything you need to know about a power is written on the card, and the Daily/Encounter/At-Will paradigm couldn't be easier.</p><p></p><p>I mean how would someone who can't grasp that play a 3E Druid? (Okay, BESIDES facerolling to victory).</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6011564, member: 6684526"] Isn't it funny I introduced 4 players to D&D 4E today. A fifth had significant 4E experience, and 1 had small 4E experience (played a 1 shot back when 4E first came out, so like 4 years ago). 2 of them needed the basic mechanic of rolling a d20, adding a modifier, and seeing if you need a target number explained. There was a Dwarf S&B Fighter, an Eldarin Wizard, a Dragonborn Battle Cleric, a CA Rogue, and an Archery Ranger. All level 3 (so 2 encounter powers, 2 at-wills, 1 daily, plus class features). In addition, we were using the Roll 20 tabletop which, while simple, still had a learning curve. Since this was mostly a stress-test of the software, and a mechanic introduction, there was pretty much no roleplay. I had a short encounter with three zombie dogs early on (which they pretty much kimcheed), and then they opened the doors to the outside, and met the meet of the problem. 12 Zombie Rotters (With an added mechanic that they had a save if they were killed by a non-crit, 15 or higher to remain standing) 2 Zombie Warchiefs (could enable 4 rotters to attack on their turn, could slide someone 3 spaces with shadow claws and enable an attack, could slam for pretty terrible damage) 1 Necromancer (level 3 elite, two spells and a close burst 5 (yes, burst FIVE) that did heavy damage, recharge). While the necromancer had corpses, he channeled a spell I made up to create corpses, 2d3-1 for 2 turns, 2d3-2 for 2 turns, then he ran out of corpses. So overall, it was 5 level 3 heroes, facing down 20+zombies, 2 warchiefs, and an elite mage. 3 people didn't know mechanics, 1 person had a shaky grasp, 1 had a firm grasp. You know what happened? People only had 8-11 powers on their sheet. They were COLOR CODED. Green = At-Will. Red = Encounter. Grey = Daily. Round 1 was interesting. Having beaten the zombie dogs, they figured they could slog through this. Then the necromancer (I put him dead last in the initiative order, DM perogative) summoned zombies, and they worked out what was happening. Then it clicked. I heard them (we were on Skype). It started to gel. There was a goal here. A mission. The warchiefs needed to go down. They were enabling attacks and had dragged the ranger out of the inn into a pack of zombies. The necromancer needed to die. The shamblers were shamblers - finish em off, but focus on the warchiefs. And then it began. The fighter rushed ahead, tanking the slow shamblers not just with Marks, but by virtue of leading the way. The rogue followed up, and using powers that let him get combat advantage while adjacent to allies (not just across) started setting up nasty combos. The cleric saw Turn Undead, went "Can I use this..." followed by "HELL YES I CAN" (zombies have terrible will! Close Burst 2 is that good!). The Ranger supported on the warchiefs while adding some help for the shamblers. The Wizard cleaned up shamblers with arc lightning and thunderwave. As the horde started building up, I suggested the Wizard use Flaming Sphere. The one guy who had experience at the table went "HELL YES" and we explained a few questions he had about Flaming Sphere (it's not the simplest power in the book, but people like feeling cool). The save the zombies had was actually excellent at not trivializing the fight - over the next two turns, 3 zombies that should have died to the sphere remained standing, but it still cut a swath through them. Finally the last of the corpses fell, and the bodies were exhausted. The wizard had been slinging spells at people for a round or two, but everyone was still up (Leader's surges and Cure Light Wounds depleted, Ranger had used Healing Step, Fighter used Minor Second Wind). The cleric actually led the charge against the Necromancer. The Necromancer's strange glowing crown empowered him, but the PCs figured that enough damage would do the trick (spoiler: it would, but like 94 hp). The cleric missed, but enabled the rogue to get combat advantage. The fighter followed up with Comeback strike, marking and healing nicely, as well as doing massive damage. The wizard and ranger shot and cast spells. And despite a huge burst, the necromancer finally fell. Total? 1 level 3 elite. 2 level 4 standards. ~20 level 3 minions. Brought down by 4 people with minimal 4E experience, and a 1 who had quite a bit. I hate to say "maybe your DM sucked," but seriously, if you can't explain 4E to someone, maybe your DM sucked? Everything you need to know about a power is written on the card, and the Daily/Encounter/At-Will paradigm couldn't be easier. I mean how would someone who can't grasp that play a 3E Druid? (Okay, BESIDES facerolling to victory). [/QUOTE]
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