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2 years ago  ::  Jun 30, 2011 - 9:59AM #51
sjmcc13
Date Joined: Jan 27, 2008
Posts: 2,624
It is not the best adventure. But everything you need is there. 
There are also a few free ones in the first couple 4E dungeon issues. (I it was 155 to 158 that were free) 
www.wizards.com/dnd/TOC.aspx?x=dnd/4new/...
www.wizards.com/dnd/TOC.aspx?x=dnd/4new/...
www.wizards.com/dnd/TOC.aspx?x=dnd/4new/...
www.wizards.com/dnd/TOC.aspx?x=dnd/4new/...  
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2 years ago  ::  Jun 30, 2011 - 1:11PM #52
TheVoid777
Date Joined: Jun 30, 2011
Posts: 3
Thanks.  I have several sets of dice and a grid sheet.  Also have the basic 3.5 rulebooks (DM, PB, MM, and an Eberron Campaign Setting) that are basically useless to me now.  Too bad, too, because I liked the Eberron idea - just seems like Wizards has left it behind.

Anyway, I may go buy a tiles set (they had a couple of those in stock) and run with the QuickStart - see where it takes us.   There's going to be such a learning curve anyway, and a re-learning curve for me, that the "quality" of the adventure may not really matter.  As long as it gives us something to start with, if everyone has fun, I'll go ahead and get the Essentials and find a longer campaign to run.

Assuming all goes well (I'm sure it will,) any recommendations for a good campaign that starts with Lvl 1 characters and has a lot of pre-packaged assets/modules to support it?  I just don't have the time anymore to hand-craft gaming sessions; I need pre-built resources that I can just review the night before.  (NOTE: beat me if I'm asking this in the wrong thread or getting too off topic

-Void 
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2 years ago  ::  Jun 30, 2011 - 1:14PM #53
owaru
Date Joined: Oct 27, 2010
Posts: 563

Jun 30, 2011 -- 1:11PM, TheVoid777 wrote:

Thanks.  I have several sets of dice and a grid sheet.  Also have the basic 3.5 rulebooks (DM, PB, MM, and an Eberron Campaign Setting) that are basically useless to me now.  Too bad, too, because I liked the Eberron idea - just seems like Wizards has left it behind.


There is an Eberron Player's Guide available for 4th Edition that presents a lot of information for running an Eberron campaign. 

You might want to pick up a copy of the 4th Edition "Player's Handbook 1" since the supplemental race and class (Warforged and Artificer, respectively) are presented in the "core" character creation style, as opposed to the Essentials style.

loose [loos] vt. to let loose; to release; to unfasten, undo or untie; to shoot or discharge.
lose [looz] vt. to come to be without (something in one's possession or care), through accident, theft, etc., so that there is little or no prospect of recovery; to fail inadvertently to retain (something) in such a way that it cannot be immediately recovered; to suffer the deprivation of.
LEARN THE DAMN DIFFERENCE.

The pen is mightier than the character builder.  Copy this to your sig if you like 4e but don't use the CB.

"OD&D, 1E and 2E challenged the player.  3E challenged the character, not the player.  Now 4E takes it a step further by challenging a GROUP OF PLAYERS to work together as a TEAM.  That's why I love 4E." -RedSiegfried
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2 years ago  ::  Jun 30, 2011 - 1:19PM #54
TheVoid777
Date Joined: Jun 30, 2011
Posts: 3
Oh!  I didn't know that.  I thought Eberron was just abandoned and left behind with 3.5.  Are there active modules out there that are Eberron setting and 4e rules?

You also mentioned the Players Handbook 1.  I guess I'm a little confused about the Essentials stuff.  Wouldn't the players just grab one of the "Heroes of ..." books  and the DM the "Rules Compendium" and that would be it?  I was under the impression the various "Handbooks" and "Guides" didn't exist anymore?

Coming from AD&D, then 3.5, then a few years gap has really gotten me confused on all this.

-Void 
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2 years ago  ::  Jun 30, 2011 - 1:35PM #55
mellored
Date Joined: Jul 8, 2008
Posts: 19,519

Jun 30, 2011 -- 1:19PM, TheVoid777 wrote:

Oh!  I didn't know that.  I thought Eberron was just abandoned and left behind with 3.5.  Are there active modules out there that are Eberron setting and 4e rules?

You also mentioned the Players Handbook 1.  I guess I'm a little confused about the Essentials stuff.  Wouldn't the players just grab one of the "Heroes of ..." books  and the DM the "Rules Compendium" and that would be it?  I was under the impression the various "Handbooks" and "Guides" didn't exist anymore?

Coming from AD&D, then 3.5, then a few years gap has really gotten me confused on all this.

-Void 


The player's hanbooks 1/2/3 work fine with essentials, and you can use PHB1 instead of a Hero's of ... book.  Though there a bit dated.  The quickstart builds are based of it though (which are also a bit dated).

Also the DM kit comes with a solid adventure, which builds off the red box (which i think takes you though level 1).

And nothing stops you from stealing ideas/maps/NPCs/ect from the 3.5 eberon book.  Monsters may be a bit more difficult, but you can easily use the ideas/theme/ect.. of them.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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2 years ago  ::  Jun 30, 2011 - 4:42PM #56
Darkwolf_Bloodsbane
Date Joined: Sep 19, 2008
Posts: 1,615

Jun 10, 2011 -- 6:17AM, frothsof wrote:

this favors essentials too much



I concur.

BOTH starting points should be discussed, not just HoFL/K

Ahh, so THIS is where I can add a sig.

Remember: Killing an ancient God inside of a pyramid IS a Special Occasion, and thus, ladies should be dipping into their Special Occasions underwear drawer.
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2 years ago  ::  Jun 30, 2011 - 4:46PM #57
Sea-Envy
Date Joined: Sep 29, 2009
Posts: 1,220

Jun 30, 2011 -- 1:19PM, TheVoid777 wrote:


You also mentioned the Players Handbook 1.  I guess I'm a little confused about the Essentials stuff.  Wouldn't the players just grab one of the "Heroes of ..." books  and the DM the "Rules Compendium" and that would be it?  I was under the impression the various "Handbooks" and "Guides" didn't exist anymore?

Coming from AD&D, then 3.5, then a few years gap has really gotten me confused on all this.

-Void 




The big thing is that each essentials classes tell you on a chart made for that class  when you get a new power.
Ecept for the augmentable psionic classes all pre  essentials classes listed the powers in the class description but did not directly tell you when you got a new power. The single level up chart in the PHB told you when you got new powers.
Not that it was hard to figure out. The class write up has lv 2 utillities, lv 3 encounters, lv 5 daillies , lv 6 utillities ect. so you got a uttillity at 2 an encounter at 3 ect. but the class descriptions did not lead you by the hand you hand to check the chart for that. 

The sea looks at the stabillity of the mountian and sighs.
The mountian watches the freedom of the sea and cries.
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2 years ago  ::  Jun 30, 2011 - 8:05PM #58
frothsof
Date Joined: Jun 4, 2010
Posts: 10,490

Jun 30, 2011 -- 9:44AM, TheVoid777 wrote:

Hi Everyone!

I'm new to 4e, but played a lot when I was a kid (37 now.)  I'd like to introduce my teens and some of their friends to DnD, but neither of the two bookstores (in my area) had the DnD Starter Kit in stock yesterday.  I did notice the QuickStart online, and it looks like a sizeable adventure.  Would there be much problem just starting with that, or will that get us off on something that doesn't really give the "complete" experience.  I know character creatiion is missing, but that's okay - it would probably bog down our first session anyway.  I want to jump right in for them and get going.

Thoughts?  Recommendations?  We'd like to play this weekend, hence my interest in the free downloadable.

-Void




red box would be good for you , ive seen it at walmart and target

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2 years ago  ::  Jul 01, 2011 - 1:10AM #59
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732

Jun 30, 2011 -- 9:44AM, TheVoid777 wrote:

Hi Everyone!

I'm new to 4e, but played a lot when I was a kid (37 now.)  I'd like to introduce my teens and some of their friends to DnD, but neither of the two bookstores (in my area) had the DnD Starter Kit in stock yesterday.  I did notice the QuickStart online, and it looks like a sizeable adventure.  Would there be much problem just starting with that, or will that get us off on something that doesn't really give the "complete" experience.


The 'Red Box' starter kit is positively ideal for getting younger players started, but if anything it's a less complete introduction than the one available on-line.  It's meant to lead into the rest of Essentials, but has some minor inconsistencies since it was the first one out the gate, and changes were made to the subsequent products after it was already in production. 

The on-line starter leads into the PH1, just fine, but the PH1 has been subjected to a lot of errata, you can d/l the update document to get it.

There are a lot of odd little differences in presentation between PH and Heroes of... books, but, ultimately, they're compatible.  The first two Heroes of... books, the ones that say 'Essentials' have all the rules you need to make a character.  Later Heroes of... books (so far, that's just ...of Shadow) do not.  Similarly, the PH1 has complete rules needed to play, while the PH2 & PH3 just have additional races, classes, feats, etc...

If you're already familiar with 'recent' incarnations of the game, the quickstart and PH1 are probably the best path.  If you're completely new, or last played AD&D, the Red Box and Essentials will probably feel more accessible.

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"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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2 years ago  ::  Jul 01, 2011 - 7:35PM #60
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,813

Jun 30, 2011 -- 4:42PM, Darkwolf_Bloodsbane wrote:

Jun 10, 2011 -- 6:17AM, frothsof wrote:

this favors essentials too much



I concur.

BOTH starting points should be discussed, not just HoFL/K




And QFT but apparently the thread starter is biased.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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