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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Taking the 4e Plunge; Helpful hints?
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<blockquote data-quote="Nemesis Destiny" data-source="post: 6111778" data-attributes="member: 98255"><p>Using some form of power cards will definitely help keep things clean and flowing at the table. I recommend <a href="http://magicseteditor.sourceforge.net/" target="_blank">Magic Set Editor</a> with the "<a href="http://www.enworld.org/forum/attachment.php?attachmentid=34682&d=1212791251" target="_blank">Ander</a>" template, though you will have to add many of the newer things manually. I use these for most of the players in my group, and it really helps.</p><p></p><p>As has been mentioned, the key to keeping things running smoothly is option overload at the player level. Essentials classes help with this a fair bit, but there is no replacement for a player reading through their class and getting to know how it and their powers work in play.</p><p></p><p>Here is something that goes for both you and your players: don't sweat the tactical element too much. One thing I've noticed can really grind a game to a standstill is either player or DM worrying over making the "correct" tactical moves. Don't worry about it; make mistakes. Your players will, and you will - it's part of the fun. I often have my monsters make tactical errors to see if the players pick up on it, just like I will sometimes ignore it when the players do. It speeds things along, helps it feel more real, and less like a game of chess.</p><p></p><p>I think this is especially true if anyone is playing a character whose class features depend on exploiting enemy weaknesses and blunders (i.e. a Fighter). This is one of the ways in which playing that type of character feels good to play.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 6111778, member: 98255"] Using some form of power cards will definitely help keep things clean and flowing at the table. I recommend [URL="http://magicseteditor.sourceforge.net/"]Magic Set Editor[/URL] with the "[URL="http://www.enworld.org/forum/attachment.php?attachmentid=34682&d=1212791251"]Ander[/URL]" template, though you will have to add many of the newer things manually. I use these for most of the players in my group, and it really helps. As has been mentioned, the key to keeping things running smoothly is option overload at the player level. Essentials classes help with this a fair bit, but there is no replacement for a player reading through their class and getting to know how it and their powers work in play. Here is something that goes for both you and your players: don't sweat the tactical element too much. One thing I've noticed can really grind a game to a standstill is either player or DM worrying over making the "correct" tactical moves. Don't worry about it; make mistakes. Your players will, and you will - it's part of the fun. I often have my monsters make tactical errors to see if the players pick up on it, just like I will sometimes ignore it when the players do. It speeds things along, helps it feel more real, and less like a game of chess. I think this is especially true if anyone is playing a character whose class features depend on exploiting enemy weaknesses and blunders (i.e. a Fighter). This is one of the ways in which playing that type of character feels good to play. [/QUOTE]
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Taking the 4e Plunge; Helpful hints?
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