Something I noticed on thinking about how the game played out.
Combat was lots faster. I think part of that was how the new rules helped normally indecisive players or those who don't normally know what they can try, to have options at their finger tips through the powers. Yes, they can stunt using wonderful page 42 of the DMG to help, but some players aren't as creative as others and some look for guidance. I think 4e has handled that aspect well based on what went on in this run.
With little exception players were quick to act, and my group quickly figured out the teamwork option and took great advantage of my tactical blunders (giving them access to artillery with minimal blockers between them, etc).
As I post more of the links to the fliker pics I'll discuss a little more of how the different encounters played out and talk about the game play aspects.
Combat was lots faster. I think part of that was how the new rules helped normally indecisive players or those who don't normally know what they can try, to have options at their finger tips through the powers. Yes, they can stunt using wonderful page 42 of the DMG to help, but some players aren't as creative as others and some look for guidance. I think 4e has handled that aspect well based on what went on in this run.
With little exception players were quick to act, and my group quickly figured out the teamwork option and took great advantage of my tactical blunders (giving them access to artillery with minimal blockers between them, etc).
As I post more of the links to the fliker pics I'll discuss a little more of how the different encounters played out and talk about the game play aspects.
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