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D&D Older Editions, OSR, & D&D Variants
Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Dragonblade" data-source="post: 5037285" data-attributes="member: 2804"><p>I love reading about your campaign Piratecat!</p><p></p><p>For condition tracking, I keep a piece of notebook paper behind the DM screen that I use for tracking monster HPs and conditions. I devote two lines to each monster, the first line I use for monster conditions that might get inflicted upon it. I just make little notations that the monster is dazed or stunned and for how long. The lines below that I use to track monster HPs.</p><p></p><p>For the PCs, I make them track their own conditions either on their own sheets or on a piece of scratch paper. I remind each PC at the beginning of every round to double check whether they have ongoing damage or any conditions. This system works well for us.</p><p></p><p>For initiative, I use the Paizo magnetic initiative tracker. I use wet erase for the PC's name, and dry erase for the monsters and for all initiative numbers. That makes it easier for me to wipe off the monsters and initiatives at the end of each combat, but I don't have to keep writing the names of the PCs over and over again.</p><p></p><p>As far as Wizards go, the wizard is actually one of my favorite 4e classes. I have found, that the wizard really needs to have an Intelligence of 20 at level 1 and always boost INT no matter what. I usually play human wizards with the Staff of Defense class feature, and I always make sure I eventually get my hands on a Staff of Ruin or a Defensive Staff. I also take any feats that boost my damage such as Weapon Focus (Staff) which WotC ruled does boost damage for staves used as implements (and works in the Character Builder as well). I also like to take Destructive Wizardry, and Enlarge Spell. Those feats have some nice synergy to them. And eventually War Wizardry so I can drop big spells in the middle of my allies and not worry about hitting them as much.</p><p></p><p>I find that my wizards can do near striker damage, and/or have awesome defenses, and have a lot of versatility with teleports and flight that other classes don't have, not to mention rituals. Wizards also have some of the best Dailies in the game. Can't hit an enemy? No problem, just park Flaming Sphere next to them and they take auto damage every round. Wizard's Fury is nice as well and those are both merely Level 1 Dailies!</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5037285, member: 2804"] I love reading about your campaign Piratecat! For condition tracking, I keep a piece of notebook paper behind the DM screen that I use for tracking monster HPs and conditions. I devote two lines to each monster, the first line I use for monster conditions that might get inflicted upon it. I just make little notations that the monster is dazed or stunned and for how long. The lines below that I use to track monster HPs. For the PCs, I make them track their own conditions either on their own sheets or on a piece of scratch paper. I remind each PC at the beginning of every round to double check whether they have ongoing damage or any conditions. This system works well for us. For initiative, I use the Paizo magnetic initiative tracker. I use wet erase for the PC's name, and dry erase for the monsters and for all initiative numbers. That makes it easier for me to wipe off the monsters and initiatives at the end of each combat, but I don't have to keep writing the names of the PCs over and over again. As far as Wizards go, the wizard is actually one of my favorite 4e classes. I have found, that the wizard really needs to have an Intelligence of 20 at level 1 and always boost INT no matter what. I usually play human wizards with the Staff of Defense class feature, and I always make sure I eventually get my hands on a Staff of Ruin or a Defensive Staff. I also take any feats that boost my damage such as Weapon Focus (Staff) which WotC ruled does boost damage for staves used as implements (and works in the Character Builder as well). I also like to take Destructive Wizardry, and Enlarge Spell. Those feats have some nice synergy to them. And eventually War Wizardry so I can drop big spells in the middle of my allies and not worry about hitting them as much. I find that my wizards can do near striker damage, and/or have awesome defenses, and have a lot of versatility with teleports and flight that other classes don't have, not to mention rituals. Wizards also have some of the best Dailies in the game. Can't hit an enemy? No problem, just park Flaming Sphere next to them and they take auto damage every round. Wizard's Fury is nice as well and those are both merely Level 1 Dailies! [/QUOTE]
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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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