|
3 years ago ::
Mar 07, 2010 - 9:35PM
#1
|
Date Joined:
Jul 29, 2008
|
I was thinking about the nature of LFR events, and realized that there are at least two unique elements that radically differentiate a LFR game from a standard game -- first, you never know who or what is going to show up to the table; second, you can't use an attack power that would damage or hinder allies without permission. These introduce some challenges to keeping everyone involved. Perhaps a "good practices" quick reference sheet that a DM could bring to the table would be helpful. Any input would be appreciated. -o-
Living Forgotten Realms is a heroic campaign. Adventures may assume that the characters are motivated by the desire to stop evil-doers or help out others, even if no reward is offered. While you can play an unaligned character, you should find reasons to behave altruistically and perform good deeds without the need for reward, or you may find yourself and the people you are playing with frustrated. Etiquette- Show up early. Be ready to start at the event's start-time. - You can roleplay your character however you like, but remember that the game is about working with fellow adventurers to achieve some goal, not against them. - Show respect for the other people at the table. Rules- LFR follows the core Dungeons & Dragons Fourth Edition Rules, as updated by the most recent errata. Make sure your character is up-to-date and using the current rules. - The DM is the final arbiter of the rules at the table. Understand that sometimes the DM will make mistakes. - Asking questions to make sure you understand the rules is fine, but arguing about them should (if ever necessary) be done after the adventure, not during. Accept the ruling and move on. Roles - Identify who can do what up front, but realize that classes are not hard matched to roles. A fighter, for example, may be built for damage-dealing rather than defense. - If the party is missing a role (or roles), try to designate who is going to try to fill the hole. For example, a ranger or warlord may end up running interference (defender) to keep the ranged strikers intact. Anyone can trigger a character's second wind with a DC:10 Heal check or grant a saving throw with a DC:15 Heal check; a swordmage or warden can still do a very effective job of defending while spending a standard action to administer first aid to an ally. Combat Tactics- No one is allowed to use powers that would damage or hinder allies without permission. Controllers and sorcerers can have an especially challenging time of this. Have a back-up plan ready in case the bloodied fighter in the middle of a group of enemies isn't willing to give you permission to drop a fireball on his head. - Communicate. Find out what your teammates can do and make sure to let them know what you can do. If you need the defenders to move a certain way to give you a clear shot with an area attack, tell them; if you can set up the enemy to make sure the striker can hit with a big attack, let him know. - Focus fire. It's better to remove half the enemies from the table than to bloody the entire enemy force. - Pay attention. By the time your turn comes up, you should already know exactly what you're going to be doing, where you're moving and what power you're using. With some classes (particularly defenders), you need to be paying attention even when it's not your turn to do your job well. Skill Challenges- If you have nothing obviously applicable, you can potentially assist someone that does. It's a DC: 10 relevant skill check, and it doesn't count against the group if you fail. You're stronger when you work together. - There may be limits to the number of people that can assist with a given check. - Don't forget to stow your shield. That's effectively +2 to all your physical skills. If a fight does happen to break out in the middle of a skill challenge, it only takes a standard action to re-equip a shield. Have fun! -o- Comments, questions, and concerns are most welcome.
|
|
|
|
3 years ago ::
Mar 08, 2010 - 6:09PM
#2
|
Date Joined:
Apr 23, 2005
|
-Don't forget to stow your shield. That's effectively +1 or +2 to all your physical skills. If a fight breaks out, it only takes a standard action to re-equip a shield.
It's no penalty for a light shield, -2 for a heavy--never a -1. And "only" a standard action? When few fights last longer than 5 rounds, losing a whole standard action is a big deal. Not to mention losing the shield bonus until your initiative comes up. However, in an untimed skill challenge, you're quite right.
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday BookThe Core Coliseum: test out your 4e builds and fight to the death.
|
|
|
|
3 years ago ::
Mar 08, 2010 - 6:36PM
#3
|
Date Joined:
Jun 30, 2005
|
-Never sit out of a skill challenge -- you won't get XP for it.
Really? I wasn't aware of this rule. I certainly don't recall anything about it in any mod I've run.
|
|
|
|
3 years ago ::
Mar 08, 2010 - 11:33PM
#4
|
Date Joined:
Aug 22, 2007
|
These are merely suggestions, and there are always exceptions. You are unquestionably free to play your character the way you'd like within RPGA guidelines.
I probably wouldn't lead with such a bold statement. Telling someone they're "unquestionably free" to do anything not explicitly forbidden by the RPGA rules is probably inviting behavior I don't want.
I would tend to go with something like:
--------------------
Living Forgotten Realms is a heroic campaign. Adventures may assume that the characters are motivated by the desire to stop evil-doers or help out others, even if no reward is offered. While you can play an unaligned character, you should find reasons to behave altruistically and perform good deeds without the need for reward, or you may find yourself and the people you are playing with frustrated.
You can roleplay your character however you like, but remember that the game is about working with fellow adventurers to achieve some goal, not against them.
Rules * LFR follows the core Dungeons & Dragons Fourth Edition Rules, as updated by the most recent errata. Make sure your character is up-to-date and using the current rules. * The DM is the final arbiter of the rules at the table. Understand that sometimes they will make mistakes. * Asking questions to make sure you understand the rules is fine, but arguing about them should (if ever necessary) be done after the adventure, not during.
Roles * It doesn't have to be the traditional role for your class, but you should be good at a role. * If your character only does one thing well, make sure it's something that matters. * Remember that LFR games may not always have a perfect mix of roles. Be prepared to deal with a missing role at a table, and you should be careful building a character with the assumption that you will always have certain other character types around.
Combat * RPGA play is about working together as a team. If you are in control of your character, you should always ask before taking an action that could damage or hinder another character. * Communicate. Find out what your teammates can do and make sure to let them know what you can do. If you need the defenders to move a certain way to give you a clear shot with an area attack, tell them; if you can set up the enemy to make sure the striker can hit with a big attack, let him know. * Focus fire. It's better to remove a single enemy from the combat than to have all of them bloodied. * Pay attention. By the time your turn comes up, you should already know exactly what you're going to be doing, where you're moving and what power you're using. With some classes (particularly defenders), you need to be paying attention even when it's not your turn to do your job well. * Be prepared. For each of your powers, you should have written down what your attack bonus is, what defense it's against, how much damage you do normally and how much damage you do on a critical hit. The Character Builder is nice, but it doesn't necessarily include everything you need, so take some time to write everything down in advance rather than trying to figure it out anew each time. * Be quick. Unless your DM minds, roll the dice for your power's attack and damage at the same time to speed things up. (If an ability lets you reroll the attack, reroll everything.) * It's a DC 10 Heal check to trigger someone's Second Wind (if they haven't already used it), and a DC 15 Heal check to grant them a saving throw. These take a standard action, but keep them in mind when the situation is looking grim.
General * Have fun. * Thank your DM. * Never split the party. * Always protect the healer. * If someone asks if you're a god, say 'Yes'.
-- Brian Gibbons.
|
|
|
|
3 years ago ::
Mar 09, 2010 - 7:29AM
#5
|
|
|
-Never sit out of a skill challenge -- you won't get XP for it.
As chitzk0i notes, I'm not aware of this rule. Do you have a cite for it?
-If you have nothing applicable, you can always assist someone that does. It's a DC: 10 relevant skill check, and doesn't count against the group if you fail. You're stronger when you work together.
I wouldn't say "always". I can think of a fair number of examples in LFR modules in which it is explicitly stated that assists aren't allowed. And, there will often be limits to how many assists are allowed on a particular skill check. That said, the idea of assisting during skill challenges is a good one; I just wouldn't lead the reader to believe that it's always possible, or that a DM who doesn't allow an assist is going against the rules.
"Of course [Richard] has a knife. He always has a knife. We all have knives. It's 1183, and we're barbarians!" - Eleanor of Aquitaine, "The Lion in Winter"
|
|
|
|
3 years ago ::
Mar 09, 2010 - 8:43AM
#6
|
Date Joined:
Jul 29, 2008
|
Thanks for the suggestions - I'll try to update the doc tonight
Re: XP - I'm sure I've seen something requiring participation in an encounter to earn XP for it. I'll track down a reference and post it tonight.
|
|
|
|
3 years ago ::
Mar 09, 2010 - 10:12AM
#7
|
- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
|
* If someone asks if you're a god, say 'Yes'.
When I ran Weekend in the Realms we had a young kid at the table. He lacked the "filter" most people have, which made his presence all the more enjoyable... it really took all of us back to the days when were first picking up the game.
The version of the above I got was "Wow, you have a massive ego."
I crumbled, sought words, then basically agreed and apologized. Then I tried to save it with something about how it is the role you have to take on as DM... sadness. (Once again, foiled by those pesky kids).
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
|
|
|
|
3 years ago ::
Mar 09, 2010 - 7:15PM
#8
|
Date Joined:
Jul 29, 2008
|
-Never sit out of a skill challenge -- you won't get XP for it.
Really? I wasn't aware of this rule. I certainly don't recall anything about it in any mod I've run.
DMG121-122 tells us the following (emphasis mine):
The alternative, of course, is to give XP only to the characters who are present and who participate in each encounter. If a character is dead while the rest of the party faces an encounter, that character doesn’t get XP for the encounter. If a player misses a session, that character doesn’t get XP for the whole session. The result is that players who never miss a session get ahead of those who miss the occasional game, and eventually they wind up a level or more ahead. There’s nothing wrong with that. The RPGA/LFR guidelines indicate that a dead character doesn't earn XP for encounters he missed, which seems to indicate that "the alternative" listed above is the LFR method. Also, every adventure indicates that the DM should "Give no award if the characters did not play the encounter at all."
So, it's not explicitly spelled out in the character creation guide, but the adventures and DMG provide evidence. I can't imagine why someone would expect to earn XP for an encounter he skipped.
|
|
|
|
3 years ago ::
Mar 10, 2010 - 7:31PM
#9
|
Date Joined:
Jan 27, 2009
|
quThe DMG 121 - 122 quote explicitly indicates that a player doesn't get XP for an ecnounter they missed if they missed a session.
Just becasue a character doesn't roll a dice in an encounter doesn't mean they didn't participate. It means that their best participation in this encounter was to sit at the bar and have a drink while letting the talky types interact with the patrons to gather the required info.
I see that this type of participation as just as valid if not more so as the charisma 8 con 22 fighter walking up to some random guy in a bar and trying to be diplomatic with them.
My point is sometimes it makes more sense for the fighter to sit down and say nothing when the Wizard is casting a ritual or conversly for the wizard to sit down and meditate while the barbarian lugs heavy rocks around.
As per the above quote however, if the character is present in the encounter and the player is also present then according to the DMG rule as written I interpret them to have "participated" in the encounter with regards skill challenges. In combat you'd hope they'd be a bit more helpful given all characters have attack powers.
However this shouldn't be an issue becasue all skill challenges "should" be wrtitten to be inclusive to all types so IMO they should allow, for example, knowledge checks for the wizard to have an intellectual conversation with someone while the fighter may prefer to sit with the guys over there and arm wrestle to get information and at the same time the bard may go off and work the room for info.
The DM should be encouraging/facilitating this rather than saying to players that if you don't "participate" they don't get XP.
|
|
|
|
3 years ago ::
Mar 10, 2010 - 8:09PM
#10
|
Date Joined:
Mar 29, 2001
|
- Try to be at an event you are playing 15 to 20 minutes before it starts.
Most conventions and game days will try to seat you if you come later, but it's a big headache for everyone and sometimes it can mean you don't get seated due to lack of space.
- Try to keep activities not related to the game at a minimum.
This is sort of repeating the "pay attention" bit above, cos it's important. You do NOT need to be playing World of Warcraft in between your combat turns. Yes, I've seen this happen at conventions.
- Liquids off the table, please.
Drinks sitting on the game play area are an accident waiting to happen. At the very least use closable bottles.
- For the love of Bob, SHOWER EVERY DAY.
More often if necessary. Gamer funk is not cool. Seriously. Soap won't kill you.
-karma
LFR Characters: Lady Tiana Elinden Kobori Silverwane - Drow Control Wizard Kro'tak Warscream - Orc Bard Fulcrum of Gond - Warforged Laser Cleric
|
|
|