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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="Piratecat" data-source="post: 5323436" data-attributes="member: 2"><p>Sagiro considers last night's game one of the best three of the campaign to date. I consider that a great compliment. I'm digging back to old school 1e modules for trap inspiration, working to fit them neatly into a 4e framework, so that's a sign that it's working.</p><p></p><p>One of the early D&D podcasts run by Chris Perkins for the Penny Arcade guys had a trap where dwarven statues breathe fire. The guys tried some clever methods to try and stop it and the DM disallowed them; there was a right way and you had to use the correct mechanics to achieve it. It's fair to say that's pretty much diametrically opposed to my own philosophy. I'm a big believer in traps that are deadly unless you figure out the trick, and then you use creative game mechanics to help complete that. The trapped floor in the end of the last writeup is a good example of that. Try to walk across it and four misty tentacles attack you for 4d8 dmg per hit.. but watch the mist (perception or arcana checks) and you see four glowing sigils. Arcana checks let you know that creatures (not just inanimate things) on all four sigils deactivates the mist trap. Then it's a player creativity challenge to figure out ways to get creatures onto them without suffering attacks in the process.</p><p></p><p>You'll see a few more like this when Sagiro writes up this session. Interestingly, prep time totalled (as it does for just about all of my games to date) about 15-30 minutes. My bitches about 4e's status/condition tracking aside, there's a savage joy in how quickly and easily I can prep for even complex games.</p><p></p><p>And in a slight teaser, I managed to remove 30 healing surges from the party in ten minutes of real time.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5323436, member: 2"] Sagiro considers last night's game one of the best three of the campaign to date. I consider that a great compliment. I'm digging back to old school 1e modules for trap inspiration, working to fit them neatly into a 4e framework, so that's a sign that it's working. One of the early D&D podcasts run by Chris Perkins for the Penny Arcade guys had a trap where dwarven statues breathe fire. The guys tried some clever methods to try and stop it and the DM disallowed them; there was a right way and you had to use the correct mechanics to achieve it. It's fair to say that's pretty much diametrically opposed to my own philosophy. I'm a big believer in traps that are deadly unless you figure out the trick, and then you use creative game mechanics to help complete that. The trapped floor in the end of the last writeup is a good example of that. Try to walk across it and four misty tentacles attack you for 4d8 dmg per hit.. but watch the mist (perception or arcana checks) and you see four glowing sigils. Arcana checks let you know that creatures (not just inanimate things) on all four sigils deactivates the mist trap. Then it's a player creativity challenge to figure out ways to get creatures onto them without suffering attacks in the process. You'll see a few more like this when Sagiro writes up this session. Interestingly, prep time totalled (as it does for just about all of my games to date) about 15-30 minutes. My bitches about 4e's status/condition tracking aside, there's a savage joy in how quickly and easily I can prep for even complex games. And in a slight teaser, I managed to remove 30 healing surges from the party in ten minutes of real time. [/QUOTE]
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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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