
Duncan & Dragons |

I am running two more 4e demo's for 3.5 groups. Both group plans on staying with 3.5 or PfRPG but just want to know what the heck 4.0 is. What 4e demo should I run? What else should I talk about?
1- I am thinking of running the 4e demo from RPG Game Day. I got the adventure, maps and miniatures. I have seen the comments on ways to improve the adventure. I got about 4 hours. I do not plan on spending time in role playing. I just want to explain the rule mechanics. Are there any other choices yet? Should I find a few rooms from H1 or H2? Venture 4th PDF?
2- I am thinking of talking about design philosophy. Explain some design changes. I just don't want them to see one part of the rules and make assumptions (Player; 'Magic Items suck! There are no stats boosts!' Me; 'No Characters now get more frequent ability bonuses as they advance.') I like to explain things in trade off terms. Example: 4e tries to give you powers and choices at each level , but in exchange multi-classing is less open.
Handouts – Character Advancement (Pg 29), Combat Crib Sheet and Conditions (Pg 277)
a- Roles- Defender, Striker, Controller, Leader – Monsters have roles also.
b- Races – Special Powers and more ability bonuses.
c- Choices. -Character building. Show an example from the book. ('Fighters generally follow two builds at first level...').
d- Character Advancement on page 29 and how it affects high level play. More powerful abilities but manageable.
e- More power from the characters, less from magic items. Characters get more ability bonuses, feats and powers. Generally, Magic gives you a special ability, not being better at something you already do.
f- Defenses – Armor, Will, Reflex, Fort. Attacker’s success determines the outcome. Saving throws are now a chance to negate the effect on future turns.
g- Healing is a character resource instead of a Cleric resource; Healing Surges, Second Wind, Dying.
h- Always Something to Do, No ‘Time Outs.’ Goal of getting rid of the 15 min. adventure day and down time. At-Will and Encounter Powers give you something you can always do. Savings throws and Dying means even if you are out, you roll to see if you are back into the game. Incremental effects: Patrified; Slow, then Immobilize, then Petrifies.
i- One roll actions. Attack is a d20. Critical is 20 with maximum damage.
j- Interactive Abilities. Characters powers frequently affect each other. Team work and paying attention during others turns is important.
k- Slightly modified actions; Three actions with substitution; Standard Action (Atk, Charge, Use Power, Second Wind), Move Action (1-1-1-1 Movement, Run [Move +2], Shift (5’ step with no AoO), Difficult Terrain), and Minor Action (Draw, Door)
l- Square Bursts (One Damage roll, Several attack rolls, Criticals possible) Close Burst No AoO
Let's not write a book here, but short concepts that I can elaborate on. Thanks!

Jeremy Mac Donald |

My experience with the game day module was pretty mixed (as a player). Its really a very basic hack fest. You do almost nothing else in the adventure but fight monsters. There are some interesting environments in the rooms like the cinder block on a rope and the rock that rolls but those alone are probably not enough to carry the adventure forward.
I'd consider putting together your own adventure created by stealing good bits from other 4E adventures.

Jeremy Mac Donald |

Oh and if you do play the adventure in the back of the book here are a couple of things you might want to watch out for.
During the combat were the kobolds were swinging the cinder block on a rope at us the Dwarf player piped up with "I catch it."
Once I realized that the rolling boulder maintained the same speed continually even after the combat had ended I insisted to the DM that my character wanted to harness the power of the perpetual motion boulder and retire.

Scott Betts |

Oh and if you do play the adventure in the back of the book here are a couple of things you might want to watch out for.
During the combat were the kobolds were swinging the cinder block on a rope at us the Dwarf player piped up with "I catch it."
Once I realized that the rolling boulder maintained the same speed continually even after the combat had ended I insisted to the DM that my character wanted to harness the power of the perpetual motion boulder and retire.
The first is rather easy to adjudicate, and provisions for it are provided in the trap's description. A character is allowed to ready an action to attack the rope, and could just as easily ready an action to grab it if the kobolds decide to throw it at that character (or another character adjacent). If the grab was successful the trap is pretty much out of business, since the players can't make use of it from the ground.
As for the rolling ball, it's a game. Suspend a little disbelief and move on.

Jeremy Mac Donald |

As for the rolling ball, it's a game. Suspend a little disbelief and move on.
Your right, I should be acting more like a player (I usually DM). OK I've got a perpetual motion machine - there must be some way I can use that to my advantage. Preferably through some method that will unbalance the DMs game by giving me too much gold for my level.