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Preparing the perfect D&D 4e introductory session
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<blockquote data-quote="Thasmodious" data-source="post: 4515920" data-attributes="member: 63272"><p>1. I'd say 1st or 2nd would be better, it is introductory, after all. Power interaction gets fairly complex. At 1st level, PCs will have between 4 and 8 powers as is, depending on race/class combos. 2nd level will add a couple magic items, which also have powers, and an utility power, and is really as high as I would go for an introduction. If you haven't played or DMed it yet, you will really be surprised about how full the gameplay is at level 1 compared to previous editions. </p><p></p><p>2. Challenges would depend on the story. A challenge to track the kidnappers or to stealth past the camps around the tower where the princess is being held, a negotiation/social encounter with the kidnapper near the end...</p><p></p><p>3. Encounters to show off the system - I would try to run the basic gamut - minion heavy encounter or two (throw 24 enemies at a group that hasn't played 4e before and they will crap themselves and love the encounter), a challenging encounter or two with good use of terrain features and a good mix of enemies (leader, artillery, brute, couple minions, for example). At least an elite towards the end, maybe a solo if it fits the story, a final guardian before they can reach the kidnapper or kidnap-e. </p><p></p><p>4. PCs can use basic rituals if a PC knows them, as useful, animal messenger to get in contact with their patron, for example. But if you want to build something around one, I've had my mind on the PCs having to get into a place they can't get into (perhaps where the noble is being held, in your case) and being given a passwall ritual to gain entry. Used under duress, against the wall of an enemy fort, with patrolling guards for example, would make for a tense encounter, perhaps a skill challenge with failure resulting in a combat in which the PCs have to protect the mage casting the ritual.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4515920, member: 63272"] 1. I'd say 1st or 2nd would be better, it is introductory, after all. Power interaction gets fairly complex. At 1st level, PCs will have between 4 and 8 powers as is, depending on race/class combos. 2nd level will add a couple magic items, which also have powers, and an utility power, and is really as high as I would go for an introduction. If you haven't played or DMed it yet, you will really be surprised about how full the gameplay is at level 1 compared to previous editions. 2. Challenges would depend on the story. A challenge to track the kidnappers or to stealth past the camps around the tower where the princess is being held, a negotiation/social encounter with the kidnapper near the end... 3. Encounters to show off the system - I would try to run the basic gamut - minion heavy encounter or two (throw 24 enemies at a group that hasn't played 4e before and they will crap themselves and love the encounter), a challenging encounter or two with good use of terrain features and a good mix of enemies (leader, artillery, brute, couple minions, for example). At least an elite towards the end, maybe a solo if it fits the story, a final guardian before they can reach the kidnapper or kidnap-e. 4. PCs can use basic rituals if a PC knows them, as useful, animal messenger to get in contact with their patron, for example. But if you want to build something around one, I've had my mind on the PCs having to get into a place they can't get into (perhaps where the noble is being held, in your case) and being given a passwall ritual to gain entry. Used under duress, against the wall of an enemy fort, with patrolling guards for example, would make for a tense encounter, perhaps a skill challenge with failure resulting in a combat in which the PCs have to protect the mage casting the ritual. [/QUOTE]
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