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	<title>Comments on: D&amp;D4e learning curve &#8211; simple rules, complex game</title>
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		<title>By: Dungeons and Dragons &#171; On the Roll of the Dice</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/dd4e-learning-curve-simple-rules-complex-game#comment-12065</link>
		<dc:creator>Dungeons and Dragons &#171; On the Roll of the Dice</dc:creator>
		<pubDate>Fri, 03 Sep 2010 04:47:33 +0000</pubDate>
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		<description>[...] a blog about how to effectively run a successful Dungeons and Dragons campaign DnD4e Learning Curve, Simple Rules, Complex Game How to read the 4e Player&#8217;s [...]</description>
		<content:encoded><![CDATA[<p>[...] a blog about how to effectively run a successful Dungeons and Dragons campaign DnD4e Learning Curve, Simple Rules, Complex Game How to read the 4e Player&#8217;s [...]</p>
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		<title>By: Shadowdancer</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/dd4e-learning-curve-simple-rules-complex-game#comment-5701</link>
		<dc:creator>Shadowdancer</dc:creator>
		<pubDate>Tue, 23 Sep 2008 15:30:08 +0000</pubDate>
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		<description>Power cards are a neccessity, esp. because you can opt to change powers at each level. As for having a visual to determine status changes we use coloured tiles (cut from construction paper and lamenated) we place the appropriate colour under the PC&#039;s miniature, once players learn the colour code it&#039;s simple to see who&#039;s under what change. A player&#039;s log is another handy tool, keeping track of choices, annecdotes, treasure, and much more. It help&#039;s when a campaign is long running and creates continuity.</description>
		<content:encoded><![CDATA[<p>Power cards are a neccessity, esp. because you can opt to change powers at each level. As for having a visual to determine status changes we use coloured tiles (cut from construction paper and lamenated) we place the appropriate colour under the PC&#8217;s miniature, once players learn the colour code it&#8217;s simple to see who&#8217;s under what change. A player&#8217;s log is another handy tool, keeping track of choices, annecdotes, treasure, and much more. It help&#8217;s when a campaign is long running and creates continuity.</p>
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		<title>By: Satin</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/dd4e-learning-curve-simple-rules-complex-game#comment-5555</link>
		<dc:creator>Satin</dc:creator>
		<pubDate>Tue, 26 Aug 2008 11:24:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=631#comment-5555</guid>
		<description>Power cards and quick reference sheets (like Cliff&#039;s Notes, for important rules) are extremely helpful.

Another thing you could do is have players experiment with creating a few characters on their own before the first game, just to get a feel for the process and so they can browse through feats, powers, and skills at their leisure without holding everyone else up.</description>
		<content:encoded><![CDATA[<p>Power cards and quick reference sheets (like Cliff&#8217;s Notes, for important rules) are extremely helpful.</p>
<p>Another thing you could do is have players experiment with creating a few characters on their own before the first game, just to get a feel for the process and so they can browse through feats, powers, and skills at their leisure without holding everyone else up.</p>
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		<title>By: MadBrewLabs</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/dd4e-learning-curve-simple-rules-complex-game#comment-5486</link>
		<dc:creator>MadBrewLabs</dc:creator>
		<pubDate>Wed, 20 Aug 2008 20:32:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=631#comment-5486</guid>
		<description>Power cards.  I think they are probably the number one thing that expidited the games I played in during GenCon (9 games @ 40 total) with the RPGA.  Having to flip through the books takes a ton of time.  Also, I would say printing effects and every action from the combat section on cards would be worthwhile too.

Besides the cards, having very visible items to identify minis that are marked, quarried, cursed, bloodied,  make the game faster as well.  This way you can make quick decisions about options instead of waiting for a DM or player to look up/calculate/remember who has what.

Also, if you have all these things available, make sure players are aware where they are in the iniative sequence and have them be prepared with their action ahead of time.  I would go so far to tell players they have a 30 second to 1 minute cap on making their decision, defaulting to a standard melee or ranged attack if they reach that time limit.  If most everyone is a newbie, increase the time and scale it down as they get better.

Make cards for characters as well, and have them fold it and place it as a nameplate in front of them.  Have them include their init mod, passive insight and perceptions, their AC and Defenses (and any potention modifiers to these), and their best three skills and their values.  This keeps the DM from having to ask and players looking up, &quot;What&#039;s your perception?&quot;  &quot;Does a 21 beat your Reflex?&quot; and whatnot.

The beta gaming would be icing on the cake.</description>
		<content:encoded><![CDATA[<p>Power cards.  I think they are probably the number one thing that expidited the games I played in during GenCon (9 games @ 40 total) with the RPGA.  Having to flip through the books takes a ton of time.  Also, I would say printing effects and every action from the combat section on cards would be worthwhile too.</p>
<p>Besides the cards, having very visible items to identify minis that are marked, quarried, cursed, bloodied,  make the game faster as well.  This way you can make quick decisions about options instead of waiting for a DM or player to look up/calculate/remember who has what.</p>
<p>Also, if you have all these things available, make sure players are aware where they are in the iniative sequence and have them be prepared with their action ahead of time.  I would go so far to tell players they have a 30 second to 1 minute cap on making their decision, defaulting to a standard melee or ranged attack if they reach that time limit.  If most everyone is a newbie, increase the time and scale it down as they get better.</p>
<p>Make cards for characters as well, and have them fold it and place it as a nameplate in front of them.  Have them include their init mod, passive insight and perceptions, their AC and Defenses (and any potention modifiers to these), and their best three skills and their values.  This keeps the DM from having to ask and players looking up, &#8220;What&#8217;s your perception?&#8221;  &#8220;Does a 21 beat your Reflex?&#8221; and whatnot.</p>
<p>The beta gaming would be icing on the cake.</p>
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	<item>
		<title>By: Yax</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/dd4e-learning-curve-simple-rules-complex-game#comment-5483</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Wed, 20 Aug 2008 17:33:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=631#comment-5483</guid>
		<description>I like the beta gaming concept.  I&#039;m pretty sure that a couple of sessions would be good enough considering that characters can change 1 power every time they level up.</description>
		<content:encoded><![CDATA[<p>I like the beta gaming concept.  I&#8217;m pretty sure that a couple of sessions would be good enough considering that characters can change 1 power every time they level up.</p>
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