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Preparing the perfect D&D 4e introductory session
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<blockquote data-quote="Henry" data-source="post: 4515919" data-attributes="member: 158"><p>I would agree with Nail; I ran a game for 4th level PCs for a convention recently, because it was a fairly combat intensive scenario, and I wanted some tougher monsters against them, but 2nd is a good level for a mix of powers without overwhelming someone.</p><p></p><p>Be sure to pop in a minion battle of some sort, maybe minions, a couple of soldier or skirmisher types and an artillery behind them all to show them some tactics (kill the minions to get to the artillery).</p><p></p><p>If you do a skill challenge, make it a VERY simple one (four successes, tops). Personally, I wouldn't use the Errata skill challenge numbers, because they're WAY too easy, in my opinion. I would use the table in the DMG, but drop the "+5 for skills" note.</p><p></p><p>Allot for an extended rest to add in or take out, as you think best. If the party has taken a heavy beating, a rest might be good. If you would rather stress the danger of the system (some complaints make 4E out to be too easy on the players) then don't let 'em rest - put them on a timetable.</p><p></p><p>For that matter, don't forget the four MAJOR RULES of Convention Games:</p><p></p><p>1) Have a "narrow-wide-narrow" approach to the plot. Give them very strict confines in the beginning (strict orders, or start in the middle of a fight, etc.) then allow them some leeway in completing their goals, but figure out how you're going to get them back to the finale in the time allotted.</p><p></p><p>2) Make sure everything is spelled out on the pregen character sheets so there are as few ambiguities as possible. Nothing sucks more than having to figure out both how to play a PC, AND having to READ and UNDERSTAND a PC, in the middle of a game. Make sure it's not half-completed or illegible. Sounds like stupidly simple advice, but you just wouldn't believe what I've seen at major cons....</p><p></p><p>3) Don't skimp on rewards. If they want to do something cool, let them. It's a one-shot, and you're showing how great the game can be. Have a suitable reward at the end of the game - again, it's a one-shot.</p><p></p><p>4)Always be open for questions during the game; conversely, introduce game elements right in the middle of the game. Is there a new rule for grapple? Put a grappling enemy in one combat (like the Choker or similar). New Daily Magic items? save simple magic items for the pregens (like +1 weapons, if any) and introduce the fancy stuff in mid-game, so everyone can get a feel for it.</p><p></p><p>GOod luck!</p></blockquote><p></p>
[QUOTE="Henry, post: 4515919, member: 158"] I would agree with Nail; I ran a game for 4th level PCs for a convention recently, because it was a fairly combat intensive scenario, and I wanted some tougher monsters against them, but 2nd is a good level for a mix of powers without overwhelming someone. Be sure to pop in a minion battle of some sort, maybe minions, a couple of soldier or skirmisher types and an artillery behind them all to show them some tactics (kill the minions to get to the artillery). If you do a skill challenge, make it a VERY simple one (four successes, tops). Personally, I wouldn't use the Errata skill challenge numbers, because they're WAY too easy, in my opinion. I would use the table in the DMG, but drop the "+5 for skills" note. Allot for an extended rest to add in or take out, as you think best. If the party has taken a heavy beating, a rest might be good. If you would rather stress the danger of the system (some complaints make 4E out to be too easy on the players) then don't let 'em rest - put them on a timetable. For that matter, don't forget the four MAJOR RULES of Convention Games: 1) Have a "narrow-wide-narrow" approach to the plot. Give them very strict confines in the beginning (strict orders, or start in the middle of a fight, etc.) then allow them some leeway in completing their goals, but figure out how you're going to get them back to the finale in the time allotted. 2) Make sure everything is spelled out on the pregen character sheets so there are as few ambiguities as possible. Nothing sucks more than having to figure out both how to play a PC, AND having to READ and UNDERSTAND a PC, in the middle of a game. Make sure it's not half-completed or illegible. Sounds like stupidly simple advice, but you just wouldn't believe what I've seen at major cons.... 3) Don't skimp on rewards. If they want to do something cool, let them. It's a one-shot, and you're showing how great the game can be. Have a suitable reward at the end of the game - again, it's a one-shot. 4)Always be open for questions during the game; conversely, introduce game elements right in the middle of the game. Is there a new rule for grapple? Put a grappling enemy in one combat (like the Choker or similar). New Daily Magic items? save simple magic items for the pregens (like +1 weapons, if any) and introduce the fancy stuff in mid-game, so everyone can get a feel for it. GOod luck! [/QUOTE]
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