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<blockquote data-quote="vagabundo" data-source="post: 6712266" data-attributes="member: 55864"><p>I steer people away from powers that are just about forced movement as they are less useful without exact positioning. I get players casting/using AOE powers to roll d4/d6 to see how many enemies they catch in the burst/blast. I also design my encounters with it in mind so all terrain and traps etc have abstract mechanics.</p><p></p><p>I have a bunch of other customisations and house rules, like rolling for character stats (4d6,drop lowest, in order). I've removed stun from monster powers. </p><p></p><p>I just can't leave 4e. It too easy to customise. Too modular and transparent. </p><p></p><p>Ran my first encounter of Return to Shadowfell Keep. King Splug and his small tribe of hungry goblins, recently evicted from the Keep, ambushed the PCs on the King's road. 1 3rd level Goblin brute, ten goblin grunts and a trap. </p><p></p><p>Trap: Massive tree trunk sections wrapped in thorny brambles tied to branches swung around the battlefield. At the start of every round everyone of not Small size - including King Splug - rolled a d6 to see if they were in the path of one of these things, beware the dreaded 1. If so +4 vs Ref;1d8+4 and knocked prone.</p><p></p><p>It was really just a throwaway encounter to let the Players get familiar with their characters. After all the chatting and catching up - a little more than usual - we got about 40 minutes of actual game time, 20 minutes on the above encounter - however they didn't get to kill all the goblins. The Starlock unleashed some tentacle power and ripped one of the goblin grunts apart, very gory, and the rest of the goblins auto failed their Morale check and ran. With King Splug following once he noticed he was on his own. (EDIT: Actually someone did use forced movement in the encounter; they asked if they could try move Splug into one of the swinging tree trunks. I allowed them to roll the d6 again for Splug, but it missed. I should have probably have been more generous, thinking back) </p><p></p><p>I'm looking forward to the next session. I have the floor of first room of the Keep covered in blinding dust that hides many many Crawling Claws and a portcullis trap to divide the party. Muhahahahha. </p><p></p><p>I love props when I have the time to put them together. Trail of Cthulhu and COC taught me about their effect on the table. The Fallcrest Times serves as my plot hook dump. So the party can choose which plot hook to follow up on etc. And they will watch the ones they don't follow up on develop in to greater threats. </p><p></p><p>Looking back at Keep on the Shadow fell I can help but be sad at the missed opportunity. It had the potential to be a great showcase for 4e, an iconic module, but probably came a year or two too early. The delve format also makes it hard to tell the "story" of the dungeon.</p></blockquote><p></p>
[QUOTE="vagabundo, post: 6712266, member: 55864"] I steer people away from powers that are just about forced movement as they are less useful without exact positioning. I get players casting/using AOE powers to roll d4/d6 to see how many enemies they catch in the burst/blast. I also design my encounters with it in mind so all terrain and traps etc have abstract mechanics. I have a bunch of other customisations and house rules, like rolling for character stats (4d6,drop lowest, in order). I've removed stun from monster powers. I just can't leave 4e. It too easy to customise. Too modular and transparent. Ran my first encounter of Return to Shadowfell Keep. King Splug and his small tribe of hungry goblins, recently evicted from the Keep, ambushed the PCs on the King's road. 1 3rd level Goblin brute, ten goblin grunts and a trap. Trap: Massive tree trunk sections wrapped in thorny brambles tied to branches swung around the battlefield. At the start of every round everyone of not Small size - including King Splug - rolled a d6 to see if they were in the path of one of these things, beware the dreaded 1. If so +4 vs Ref;1d8+4 and knocked prone. It was really just a throwaway encounter to let the Players get familiar with their characters. After all the chatting and catching up - a little more than usual - we got about 40 minutes of actual game time, 20 minutes on the above encounter - however they didn't get to kill all the goblins. The Starlock unleashed some tentacle power and ripped one of the goblin grunts apart, very gory, and the rest of the goblins auto failed their Morale check and ran. With King Splug following once he noticed he was on his own. (EDIT: Actually someone did use forced movement in the encounter; they asked if they could try move Splug into one of the swinging tree trunks. I allowed them to roll the d6 again for Splug, but it missed. I should have probably have been more generous, thinking back) I'm looking forward to the next session. I have the floor of first room of the Keep covered in blinding dust that hides many many Crawling Claws and a portcullis trap to divide the party. Muhahahahha. I love props when I have the time to put them together. Trail of Cthulhu and COC taught me about their effect on the table. The Fallcrest Times serves as my plot hook dump. So the party can choose which plot hook to follow up on etc. And they will watch the ones they don't follow up on develop in to greater threats. Looking back at Keep on the Shadow fell I can help but be sad at the missed opportunity. It had the potential to be a great showcase for 4e, an iconic module, but probably came a year or two too early. The delve format also makes it hard to tell the "story" of the dungeon. [/QUOTE]
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