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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="eamon" data-source="post: 5253326" data-attributes="member: 51942"><p>Relevant updates:</p><p></p><ul> <li data-xf-list-type="ul">For multi-keyword damage, the weakest resistance counts.</li> <li data-xf-list-type="ul">Zone & Aura damage stack.</li> <li data-xf-list-type="ul">Conjurations don't occupy squares</li> <li data-xf-list-type="ul">Various skill-related stuff, notably stealth, but also movement related. Some skill checks had nonsense action type (e.g. move actions rather than automatic as part of a move)</li> <li data-xf-list-type="ul">Marks end when marker is unconscious.</li> <li data-xf-list-type="ul">Non-horizontal forced movement works the way common sense suggests.</li> <li data-xf-list-type="ul">Flying rules have completely changed; in particular no minimum fly speed anymore.</li> <li data-xf-list-type="ul">Vertical teleportation is OK; teleportation grants a save whenever forced movement would (but making the save doesn't make you prone).</li> <li data-xf-list-type="ul">Charge works kind of like a pull - each square must bring you closer.</li> <li data-xf-list-type="ul">Aid another DC is 10 + half level of target.</li> </ul><p>HS1 sounds like a good start! Not too much railroading in that campaign. Most published campaigns aren't as good; there tend to have too many holes in the story and too much combat. HS1 does have a few skill challenges without failure conditions; you'll need to be creative there (and the author <a href="http://loganbonner.blogspot.com/2010/06/slaying-stone-skill-challenges.html" target="_blank">has some suggestions</a> himself) Using inherent bonuses isn't a bad idea...</p><p></p><p>As for not having a leader: Hand our lots of healing potions, grant free leader-multiclass feats, encourage usage of dwarves. Also good to know: triggering an allies second wind is a DC 10 heal check. If they happen to forget whether the second wind was used, it's just DC 15 to stabilize the dying - so it's OK to try. In general, not having a leader is maybe actually a good thing for your group: you want fast combats, and that group won't survive long ones <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />. Use monsters that do a lot of damage but die quickly; i.e. deal double damage but have a third of the hitpoints or so (this makes minions more powerful, of course).</p></blockquote><p></p>
[QUOTE="eamon, post: 5253326, member: 51942"] Relevant updates: [LIST] [*]For multi-keyword damage, the weakest resistance counts. [*]Zone & Aura damage stack. [*]Conjurations don't occupy squares [*]Various skill-related stuff, notably stealth, but also movement related. Some skill checks had nonsense action type (e.g. move actions rather than automatic as part of a move) [*]Marks end when marker is unconscious. [*]Non-horizontal forced movement works the way common sense suggests. [*]Flying rules have completely changed; in particular no minimum fly speed anymore. [*]Vertical teleportation is OK; teleportation grants a save whenever forced movement would (but making the save doesn't make you prone). [*]Charge works kind of like a pull - each square must bring you closer. [*]Aid another DC is 10 + half level of target. [/LIST] HS1 sounds like a good start! Not too much railroading in that campaign. Most published campaigns aren't as good; there tend to have too many holes in the story and too much combat. HS1 does have a few skill challenges without failure conditions; you'll need to be creative there (and the author [url=http://loganbonner.blogspot.com/2010/06/slaying-stone-skill-challenges.html]has some suggestions[/url] himself) Using inherent bonuses isn't a bad idea... As for not having a leader: Hand our lots of healing potions, grant free leader-multiclass feats, encourage usage of dwarves. Also good to know: triggering an allies second wind is a DC 10 heal check. If they happen to forget whether the second wind was used, it's just DC 15 to stabilize the dying - so it's OK to try. In general, not having a leader is maybe actually a good thing for your group: you want fast combats, and that group won't survive long ones :-). Use monsters that do a lot of damage but die quickly; i.e. deal double damage but have a third of the hitpoints or so (this makes minions more powerful, of course). [/QUOTE]
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