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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Trying 4E Again
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<blockquote data-quote="nicholasgeorg" data-source="post: 5252126" data-attributes="member: 73891"><p>I just finished running HS1, and it was the most fun I've had running a game in a really long time. So wonderfully open ended, and it has the possibility for a TPK lurking around every corner. The new monster stat blocks are fantastic.</p><p></p><p>My primary game is at level 18 right now, so this level 1 adventure was a total breath of fresh air. Recommendations as a 4e DM:</p><p></p><p>First, if your players are ok with it, I'd strongly consider using inherent bonuses (these are in DMG2, it's the best gaming book I've ever read, seriously must own if you home brew adventures at all). The magic item economy in 4e is sort of lame and requires a lot of prep work to make it better, and the administrative headaches during encounter design of making sure everyones gotten +x weapons and armor, and who hasn't gotten anything in a while, etc, feels like such a waste of time. Using inherent bonuses bakes the enhancement bonuses from magic weapons and armor directly into their characters stats as they advance. It keeps them feeling like people and not like whiny children at Christmas crossed with mr potato head. It also makes a magic sword into a very big deal. It also means they find lots of treasure, and at low levels especially, it's fun to figure out how to get this loot all home again. </p><p></p><p>Second, the Monster Builder lets you quickly adjust a monsters level, making adapting adventures from earlier editions much easier. I've found that 3e adventures have great adventure sites that are pretty easy to sketch out encounter areas from. Make no mistake though, lots of work, though nothing like earlier editions. </p><p></p><p>Third, make it tough. If the game is too easy and there is no threat of danger, it can get boring fast.</p><p></p><p>Fourth, page 42. (errata'd of course)</p></blockquote><p></p>
[QUOTE="nicholasgeorg, post: 5252126, member: 73891"] I just finished running HS1, and it was the most fun I've had running a game in a really long time. So wonderfully open ended, and it has the possibility for a TPK lurking around every corner. The new monster stat blocks are fantastic. My primary game is at level 18 right now, so this level 1 adventure was a total breath of fresh air. Recommendations as a 4e DM: First, if your players are ok with it, I'd strongly consider using inherent bonuses (these are in DMG2, it's the best gaming book I've ever read, seriously must own if you home brew adventures at all). The magic item economy in 4e is sort of lame and requires a lot of prep work to make it better, and the administrative headaches during encounter design of making sure everyones gotten +x weapons and armor, and who hasn't gotten anything in a while, etc, feels like such a waste of time. Using inherent bonuses bakes the enhancement bonuses from magic weapons and armor directly into their characters stats as they advance. It keeps them feeling like people and not like whiny children at Christmas crossed with mr potato head. It also makes a magic sword into a very big deal. It also means they find lots of treasure, and at low levels especially, it's fun to figure out how to get this loot all home again. Second, the Monster Builder lets you quickly adjust a monsters level, making adapting adventures from earlier editions much easier. I've found that 3e adventures have great adventure sites that are pretty easy to sketch out encounter areas from. Make no mistake though, lots of work, though nothing like earlier editions. Third, make it tough. If the game is too easy and there is no threat of danger, it can get boring fast. Fourth, page 42. (errata'd of course) [/QUOTE]
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