Giving it another go...


4th Edition

Liberty's Edge

It looks like we are going to give 4e another chance. We might be converting our Ptolus campaign over to 4e, which I think will work fairly well.

At the risk of sounding stupid, I am going to admit that I don't think I really understood the 4e rules the first time through. I couldn't really switch gears in my head and I abandoned it without really knowing why I did. Well, while reading over one of books the other night, everything sort of clicked into place and I truly understood where the designers were going with the system.

So now, I think I have all of the bases covered. I am going to discuss the nature of powers with my players (powers are abilities and narrative tools) and what context the rule set plays within the setting. I am sure I have a pretty good handle on it this time.

So, wish me luck. And if there is any advice you would like to pass on, I would be happy to hear it.

Dark Archive

alleynbard wrote:

It looks like we are going to give 4e another chance. We might be converting our Ptolus campaign over to 4e, which I think will work fairly well.

At the risk of sounding stupid, I am going to admit that I don't think I really understood the 4e rules the first time through. I couldn't really switch gears in my head and I abandoned it without really knowing why I did. Well, while reading over one of books the other night, everything sort of clicked into place and I truly understood where the designers were going with the system.

So now, I think I have all of the bases covered. I am going to discuss the nature of powers with my players (powers are abilities and narrative tools) and what context the rule set plays within the setting. I am sure I have a pretty good handle on it this time.

So, wish me luck. And if there is any advice you would like to pass on, I would be happy to hear it.

Luck. And have FUN.

EDIT: What I've heard from long-time DnD players when confronted by the new rules is that they view it as a different game. Seems to help put their minds at ease.

Silver Crusade

Good luck!

With this edition, I find myself thinking less about mechanics (because they're simply less fiddly) and more about RP and storytelling as a result. I would encourage the same approach with your group.


My best advice is to leave any assumptions based on a previous system at the door, and accept 4E on its own merits. Above that, the biggest problem I ran into as a DM was tracking conditions set by powers. So if you have a laptop available try:

http://www.exnebula.org/vcc

Or assign each one of your players a number or color, and any time a condition is set on a creature, write the players number/color next to the creatures name. When it acts, the DM can refer back to the number to ask the player what conditions are in play.

Placing numbers or colors on creature bases helps keep track of them as well.

Don't be afraid to tweak the sysetm to meet your needs, as it is easier to add to a system, then take things away.

RPG Superstar 2009 Top 32

Our group purchased a bunch of colored magnets for tracking conditions. Paladin's marks are white, ongoing fire damage is red, weakened is yellow, etc. Works pretty well. I've seen some other groups who hang plastic rings on the minis for tracking conditions.

Liberty's Edge

The first time handled marks we used pop bottle rings. I did use magnets for conditions but I wasn't happy with the system for whatever reason.

However, I managed initiative on my DMs screen, so the suggestion was I should handle conditions there as well. Essentially each character and creature had a folding tag that sat on top of the screen in the order of initiative (left to right for players, right to left for me). But I didn't add monsters until it was their turn. As conditions were inflicted, another tag describing the condition and how it could be overcome was placed on top of the character/creature tag.

This system seemed to work real well and was remarkably simple to implement. We even started placing bonuses granted by allies on top of the character tag as well. But we will likely use the rings for marking, as it seems more efficient to place that on the battlefield rather than the screen.

I will likely stick with this method, but I appreciate the suggestions. I love to hear how other people manage their games.

Dark Archive

alleynbard wrote:


However, I managed initiative on my DMs screen, so the suggestion was I should handle conditions there as well. Essentially each character and creature had a folding tag that sat on top of the screen in the order of initiative (left to right for players, right to left for me). But I didn't add monsters until it was their turn. As conditions were inflicted, another tag describing the condition and how it could be overcome was placed on top of the character/creature tag.

Our DM is currently using that system as well.

Liberty's Edge

joela wrote:
alleynbard wrote:


However, I managed initiative on my DMs screen, so the suggestion was I should handle conditions there as well. Essentially each character and creature had a folding tag that sat on top of the screen in the order of initiative (left to right for players, right to left for me). But I didn't add monsters until it was their turn. As conditions were inflicted, another tag describing the condition and how it could be overcome was placed on top of the character/creature tag.

Our DM is currently using that system as well.

I keep wondering if I, or one of my players, saw this system somewhere. I simply cannot recall. But I do like the process a lot. I just wish I could give the right person credit for it.

Dark Archive

alleynbard wrote:


I keep wondering if I, or one of my players, saw this system somewhere. I simply cannot recall. But I do like the process a lot. I just wish I could give the right person credit for it.

He said he discovered it from someone's facebook page.


alleynbard wrote:

The first time handled marks we used pop bottle rings. I did use magnets for conditions but I wasn't happy with the system for whatever reason.

However, I managed initiative on my DMs screen, so the suggestion was I should handle conditions there as well. Essentially each character and creature had a folding tag that sat on top of the screen in the order of initiative (left to right for players, right to left for me). But I didn't add monsters until it was their turn. As conditions were inflicted, another tag describing the condition and how it could be overcome was placed on top of the character/creature tag.

I have to admit that is a really interesting idea. I am currently using the paizo combat pad but it feels too cramped for my huge writing. I may have to try this system this weekend. A big advantage is that players could see exactly when their turn is coming up (and can schedule bathroom breaks and whatnot to not be just before their turn in combat comes up!)

Quote:


This system seemed to work real well and was remarkably simple to implement. We even started placing bonuses granted by allies on top of the character tag as well. But we will likely use the rings for marking, as it seems more efficient to place that on the battlefield rather than the screen.

I will likely stick with this method, but I appreciate the suggestions. I love to hear how other people manage their games.

We have been using coloured hair elastics with each player getting a specific colour. When bonuses/penalties are handed out that player is responsible for remembering what their PC is giving the party or monsters. Not the best system but it works well enough for us.


For my group we use colored disks of Craft Foam. One of my players used a 1" Leather punch to make disk as we use a color-coated system for differnt conditions.

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