Sunday, June 22, 2008

Creating and Knowing your character

A couple things while I think of them in passing...
  1. Use 22 point buy for stats. I think I mentioned it on a Sunday but just wanted to make it official.
  2. You get 100 gp worth of stuff as outlined in the official rules.
  3. The game assumes you work at the guild in some manner (see my Synopsis post from May).
  4. You will be starting the game out as you all arrive at work early one morning. And I mean early... 4:00 am or so. You are going to be the "morning crew" who are getting things geared up for the day.

And one note on gameplay...

You NEED to know your character. I know this is a new ruleset and we are going to be clarifying rules a lot but it is really important that you take a little time to learn what your character can and can't do. If you have a power that stuns a target then you should know the effects of stun so we don't all have to look it up. You get the picture.

I want to keep the game moving along during our sessions. Sitting around waiting for someone to decide what they are attacking or what power they are using is BORING. If your turn comes up and you hum and haw about your course of action you will automatically delay until the end of the round or miss your turn. All within reason of course. I am not a maniacal dictator.. just the DM.

I look forward to any comments or concerns about this...

4 comments:

Cave2626 said...

I absolutely agree that we need to know our characters. Many of the classes now have powers or abilities that provide bonuses to other characters. We need to make sure that everyone is paying attention to what the rest of the party is doing. If you’re busy combing through the rules to figure out what your character can do when his turn rolls around you might miss the fact that your ally gets +1 to a roll this round. Sometimes +1 can make all the difference.

Curtis said...

Yeah exactly. A lot of my abilities actually help my allies more than they help me, so I specifically am going to have to know what helps who when.

We need to be more decisive too. Actually make a decision about what attack we are going to use and then just do it. Combat in 4th Ed seems like it will last more rounds than in 3rd Ed. So we'll need to decide what are characters are doing faster, just to keep the momentum going.

Neil said...

Agreed. The onus is on us to know what we can do and to have a good grasp of the rules.

I'm looking forward to seeing how the different classes interact with each other.

skallawag said...

Found a pretty decent 4e spreadsheet here:
http://www.nzcomputers.net/heroforge/default4e.asp