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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="D'karr" data-source="post: 6600671" data-attributes="member: 336"><p>I have to agree. I love this about the game. My group is having a blast because every episode of play has immediacy to them. Either their characters, through their selections, have "skin in the game" in what is happening, or as they've grown and built they see their selections being brought to the forefront.</p><p></p><p>During one of the early games the PCs encountered a Green Dragon, and twig blights in a pretty harrowing combat. The twig blights were minions, but one of them was just unkillable. The dragon's breath had targeted it several times and missed. The players had attacked it and missed. In the end, only the twig blight remained. The players were finally able to defeat it. When they finally "killed" it the warlock player asked if she could reanimate it and have it be a companion. I ended up modifying the Fey Beast Tamer theme to add the Twig Blight and that player has been having a blast with her "indestructible" Twiggy.</p><p></p><p>One of the players plays a barbarian, and has a wolf cloak that "talks" to him. This was part of his initial backstory. At one point while in the Feywild, I modified the cloak to be a magical item and it actually does talk to him now, it also provides the typical bonus magic cloaks provide. As they go up in level this item will also improve.</p><p></p><p>There are so many little details in the game that can tie the PCs to the gameworld that it makes my life a lot easier. It is awesome that the game provides mechanical ways to tie-in to these details. When a player decides he wants to have some backstory components there are many ways to bring this to the forefront as part of the mechanics.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6600671, member: 336"] I have to agree. I love this about the game. My group is having a blast because every episode of play has immediacy to them. Either their characters, through their selections, have "skin in the game" in what is happening, or as they've grown and built they see their selections being brought to the forefront. During one of the early games the PCs encountered a Green Dragon, and twig blights in a pretty harrowing combat. The twig blights were minions, but one of them was just unkillable. The dragon's breath had targeted it several times and missed. The players had attacked it and missed. In the end, only the twig blight remained. The players were finally able to defeat it. When they finally "killed" it the warlock player asked if she could reanimate it and have it be a companion. I ended up modifying the Fey Beast Tamer theme to add the Twig Blight and that player has been having a blast with her "indestructible" Twiggy. One of the players plays a barbarian, and has a wolf cloak that "talks" to him. This was part of his initial backstory. At one point while in the Feywild, I modified the cloak to be a magical item and it actually does talk to him now, it also provides the typical bonus magic cloaks provide. As they go up in level this item will also improve. There are so many little details in the game that can tie the PCs to the gameworld that it makes my life a lot easier. It is awesome that the game provides mechanical ways to tie-in to these details. When a player decides he wants to have some backstory components there are many ways to bring this to the forefront as part of the mechanics. [/QUOTE]
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