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Question about Technologist benefit rulings in D&D 4e
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<blockquote data-quote="hirou" data-source="post: 7524680" data-attributes="member: 6776023"><p>I feel you. Some general advice on running ZG in 4e (I'm currently on adventure 8):</p><ul> <li data-xf-list-type="ul"> there is a danger of "5-minute day" in many of the adventures; beware of players going nova every other combat and totally obliterating the opposition, if they pay attention to min-maxing. Artificier by himself may not be a good leader, but in ZG it shines by allowing to redistribute healing surges within the party (he can drain anyone for infusions). I strongly recommend you to look for alternative ways for the players to lose healing surges or your party may never feel too threatened. On a plus side, if your players only thought about combat efficiency during character creation, you may throw investigative parts of the story at them as a challenge.</li> <li data-xf-list-type="ul"> Take a good read on firearms section, then do it again. Then think if you want to give them to minmaxxers. If you see grenades anywhere near your seeker PC character sheet, give him a stern look and ask if he has any "Area burst 1 within weapon range" weapon powers, otherwise be prepared for a shower of 9 grenades as an at-will attack (half damage on miss, innaccurate for extra fun). Shotguns as written are <strong>incredibly</strong> powerful - you're talking effective +5 to hit and extra dice of damage half of the time. Later, cover-piercing bullets with firearm expertise makes it more likely to hit a target in cover than a target in the open.</li> <li data-xf-list-type="ul"> <a href="https://docs.google.com/document/d/1rgkDmav9FVnKP8Hs2igGjSr-OhBtM8h4Wk8w5S-ncyg/edit?usp=sharing" target="_blank">here</a> is a loose collection of my errata for 4e adventures. It's partly in Russian and unfinished, but you may still find it useful</li> <li data-xf-list-type="ul"> Broken Cauldron in adventure 2 allows for rituals to be cast in combat as an action. Think if this poses any danger to your plans, as there are some powerful rituals to break the rails.</li> <li data-xf-list-type="ul"> you may think about introducing some restrictions for requisition in min-max party. I have <strong>one </strong>player that regularly reads through whole offline Character Builder and makes some creative "save us" buttons (artificier with 42 passive perception, BTW). I can't even imagine what would happen if everyone in my party would be like that.</li> </ul></blockquote><p></p>
[QUOTE="hirou, post: 7524680, member: 6776023"] I feel you. Some general advice on running ZG in 4e (I'm currently on adventure 8): [LIST] [*] there is a danger of "5-minute day" in many of the adventures; beware of players going nova every other combat and totally obliterating the opposition, if they pay attention to min-maxing. Artificier by himself may not be a good leader, but in ZG it shines by allowing to redistribute healing surges within the party (he can drain anyone for infusions). I strongly recommend you to look for alternative ways for the players to lose healing surges or your party may never feel too threatened. On a plus side, if your players only thought about combat efficiency during character creation, you may throw investigative parts of the story at them as a challenge. [*] Take a good read on firearms section, then do it again. Then think if you want to give them to minmaxxers. If you see grenades anywhere near your seeker PC character sheet, give him a stern look and ask if he has any "Area burst 1 within weapon range" weapon powers, otherwise be prepared for a shower of 9 grenades as an at-will attack (half damage on miss, innaccurate for extra fun). Shotguns as written are [B]incredibly[/B] powerful - you're talking effective +5 to hit and extra dice of damage half of the time. Later, cover-piercing bullets with firearm expertise makes it more likely to hit a target in cover than a target in the open. [*] [URL="https://docs.google.com/document/d/1rgkDmav9FVnKP8Hs2igGjSr-OhBtM8h4Wk8w5S-ncyg/edit?usp=sharing"]here[/URL] is a loose collection of my errata for 4e adventures. It's partly in Russian and unfinished, but you may still find it useful [*] Broken Cauldron in adventure 2 allows for rituals to be cast in combat as an action. Think if this poses any danger to your plans, as there are some powerful rituals to break the rails. [*] you may think about introducing some restrictions for requisition in min-max party. I have [B]one [/B]player that regularly reads through whole offline Character Builder and makes some creative "save us" buttons (artificier with 42 passive perception, BTW). I can't even imagine what would happen if everyone in my party would be like that. [/LIST] [/QUOTE]
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