Bowenssupersecret4Epage

Don't mind this, just writing notes down for any future 4th Edition game run by me. It's super secret anyways.

Coupons - As discussed on Sunday ( 6/16/08 ) it was likely that things such as Snack XP, BRP, and MVP, might curve the balance of the XP giving. 300XP for food is a little extreme when 1000XP earns you a level up for example, so the idea was to make award vouchers in the form of coupons that allow for things such as "Good for one free healing surge as a free action!" These coupons would be earned per each item, meaning if you bring snacks you get a coupon, you earn BRP you get a coupon, you earn MVP you get a coupon. Coupons can be spent one per game and be held on to for as long as the player likes. The idea being to award players for bringing food and performing well without ramping up the XP

//¡This idea is blockbusters!//1214165575

Leveling - My goal would be to keep the characters at roughly the same level; this would avoid DMing hassles like scaling encounters to a party of 3rd 5th and 7th level adventurers at the same time. Either an encounter ends up being too easy for the higher level folks, or it's too hard for the lower level ones. There should be enough variety in the characters made that them all being level 4 or 5 doesn't make them lose flavor.

//Heeding the Advice to give XP when they're not there? Preposterous, I say!//1214165575

Another Aspect of Levels and Experience is that the game now has 30 levels, where 20 was hardly reached in 3.5 they added 10 more levels to rock. I'm of the mind that the campaign should use this to our advantage and actually allow players to get into the Paragon and Epic Tiers. Therefore I will not curb the flow of XP to slow down or speed up progress it will flow as is. Furthermore, major NPCs will be in the Epic tier so that when players reach this level they aren't the toughest in the land with nobody to fight.

//Excellent Call, there are some settings devoid of tough baddies and NPCs, perhaps because the writers couldn't figure out why dragons aren't torching villages 100% of the time.//1214165575

Also on the subject of level I propose - On the spot dingage! (Probably shouldn't call it by its MMO term) The idea is that I will hand out XP at the end of encounters rather than the end of a session, if you reach the point were you can level, do so BUT! Your leveling up process cannot slow down the game. This means if you haven't recorded your new HP then use your old HP until you do so. The ideal process would be to have your characters next level written up and ready to go so that you can just switch when the time comes, but failing that, I won't stop the game so you can find a new feat or so we can discuss which class ability would be the best one to take. This idea is experimental and once the game occurs where this rule takes place, I hold the right to revoke it at any time. The goal of it would be to promote DM and Player preparedness, by forcing the DM to design encounters pregame (not always possible) and to force the players to research there next level ahead of time and discuss their characters with each other outside of game forcing more group cohesion and more knowledge of the rules.

//I Think some people can handle this and some people can't. But in any case, having your next level ready to go, in theory, will speed up everyone's game.//1214165575

Action Cards - It's been my experience so far that it is highly beneficial to write the abilities and powers of your character on index cards, this speeds things up so you avoid thumbing through the book. Hopefully wizards will release some kind of PDF with abilities on it like they did for Tome of Battle, in the meantime use index cards, please!

// /concur. Spells required leafing before; now everyone has spells.//1214165575

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