Things I had to get through my head

Particle_Man

Explorer
1. Higher level powers are not always better than lower level powers.

2. Having an optimized character is not the same as having a character that is part of an optimized group.
 

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1. Higher level powers are not always better than lower level powers.

2. Having an optimized character is not the same as having a character that is part of an optimized group.
Yeah, those are good ones. I learned the second one much earlier than the first because I made (and still run) two PCs that play really well off each other for our 4e game.

3. When picking new powers, try not to get just the ones that take a standard action.
 


Rather than fast forward the plot as is, you could simply modify it by declaring an external force has caused something to happen in the campaign world that makes the villain fast forward his own plan before the villain was ready. This has the result of making your villain much weaker then he would be if the villain had been able to proceed on his own timetable. This has the poetic virtue of art mirroring real life. This also lets you move things along without having to hand wave as much of the adventure you had planned.

If you go with my idea, then you will want to take an element from your campaign world that has previously played a major part in your game, but has been otherwise inactive lately, and have it be the catalyst that pushes things forward.

Maybe a rival adventuring party put the 'Plot coupon' items into play but failed anyway. Maybe a known artifact in your game setting that was not connected to the adventure was brought into play. Maybe the villains 2nd in command took a Klingon promotion and is now in control, but not as powerful as your primary villain.

END COMMUNICATION
 


2. Having an optimized character is not the same as having a character that is part of an optimized group.

Amen. Less than optimized characters playing together works far better than a discombobulated group group of optimized characters.

3. Damage is no longer the solo king. Status effects/control (and circumventing those), defending, buffing/healing and damage dispersal are just as important.

4. Don't "save" your daily powers for an encounter that may never come. If it's a good time to use it, let 'er rip. Same for Action Points.
 


Yes, Dailies are nice to sprinkle throughout battles as well. Don't all save them as a group, it's better for a couple to use them against that elite, but don't blow it all in one sitting, assuming you don't plan to rest after every fight.
 


3. Damage is no longer the solo king. Status effects/control (and circumventing those), defending, buffing/healing and damage dispersal are just as important.

4. Don't "save" your daily powers for an encounter that may never come. If it's a good time to use it, let 'er rip. Same for Action Points.

These have been slow in coming for me, but I'm there.

3) I prefer more hits than more average damage anyway, since psychologically I hate to miss. I've been "optimizing" to-hit above almost anything else, and I tend to choose effects whenever I can.

4) I find that when I have only 1 daily, I try to save it, but when I have two or more, I force myself to use one the first time the opportunity comes up, and only start saving when I only have 1 left.
 

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