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<blockquote data-quote="hirou" data-source="post: 8901563" data-attributes="member: 6776023"><p>I'm running a very prolonged 4e campaign (currently in adventure 10), all in all involving around 8 players of various DnD backgrounds and playstyles. As an experiment, I've been awarding per-session exp for the last 3 adventures (in general, considering each and every scene at least as a "minor quest reward") and it seems to work surprisingly well, I don't feel the grind at all and difficulty stays on point. In-battle math is bearable, I recommend physical markers to track various conditions and modifiers (plastic rings from bottle caps work well with standard miniatures). I'd single out three main drawbacks:</p><ul> <li data-xf-list-type="ul">depending on your players, the system can be <strong>broken </strong>much easier than 5e, especially with requisition and Prestige rules. If playing by RAW, the party can amass incredible amount of power after first several adventures by mass-crafting low-level magic items and requesting favors.</li> <li data-xf-list-type="ul">time, 4e is notoriously slow in combat. I suggest keeping track of the number of Interrupts in party, both from players' abilities and items. Don't ban them, just maybe suggest taking other options during level-ups, or you risk literally hour-long rounds later on.</li> <li data-xf-list-type="ul">some classes have very bad skill coverage. Considering that the battles in ZG only constitute a relatively minor portion of the adventures, some players may feel useless outside of "climactic final battle" once per several sessions. Just watch your players and employ common sense, don't force your fighter with untrained social skills and low Cha to roll Diplomacy in crucial negotiations if he's just made a good point in his own words.</li> </ul></blockquote><p></p>
[QUOTE="hirou, post: 8901563, member: 6776023"] I'm running a very prolonged 4e campaign (currently in adventure 10), all in all involving around 8 players of various DnD backgrounds and playstyles. As an experiment, I've been awarding per-session exp for the last 3 adventures (in general, considering each and every scene at least as a "minor quest reward") and it seems to work surprisingly well, I don't feel the grind at all and difficulty stays on point. In-battle math is bearable, I recommend physical markers to track various conditions and modifiers (plastic rings from bottle caps work well with standard miniatures). I'd single out three main drawbacks: [LIST] [*]depending on your players, the system can be [B]broken [/B]much easier than 5e, especially with requisition and Prestige rules. If playing by RAW, the party can amass incredible amount of power after first several adventures by mass-crafting low-level magic items and requesting favors. [*]time, 4e is notoriously slow in combat. I suggest keeping track of the number of Interrupts in party, both from players' abilities and items. Don't ban them, just maybe suggest taking other options during level-ups, or you risk literally hour-long rounds later on. [*]some classes have very bad skill coverage. Considering that the battles in ZG only constitute a relatively minor portion of the adventures, some players may feel useless outside of "climactic final battle" once per several sessions. Just watch your players and employ common sense, don't force your fighter with untrained social skills and low Cha to roll Diplomacy in crucial negotiations if he's just made a good point in his own words. [/LIST] [/QUOTE]
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