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4th Edition Tutorial.

Posted by engineFor group 0
engine
GM, 119 posts
Thu 6 Sep 2018
at 22:29
  • msg #1

4th Edition Tutorial

I'm trying to think of ways to create a couple of "tutorial" encounters for new players in PBF games.

If you play video games, you're probably familiar with tutorial levels or a tutorial setting. That's sort of what I'm after: at the start of the game, the players are told what to do, or a given a limited range of choices to show them some of the basics, like how to attack, move, manipulate and gain information.

Here's what I'm thinking:

Start in media res, with the characters facing some bad guys. They have the initiative.

Then I'd write something like:
"Defender, before you is an injured goblin who has just attacked you with a sword. The sword was poisoned and you feel burning pain that saps your strength! Give this blackguard what for using reaping strike!
"(You are suffering from poison which penalizes your attack roll, and causes you damage. Subtract five HP from the poison. Then roll to attack using a reaping strike of your sword. The roll is 1d20+5. If your attack roll 16 or more, roll 1d8+3; if you get a 5 or more, the goblin is dead! If your attack roll is less than 16; you reaping strike still does one point of damage!

"If the goblin is still alive, you have now marked it. The advantage of this will be clear in a moment.

"Once you have done all this, roll 1d20. If you get 10 or better, you will no longer suffer the penalty and damage from the poison. Then your turn is over.)

Each character would have a basic turn this way, highlighting one of their powers and possibly a class feature. The turn wouldn't necessarily be optimal. For instance, I might have a rogue attack without combat advantage, and have the controller attack a single target, rather than an obvious group.

Then the enemies would go, and would highlight a couple of rules such as charging and provoking opportunity attacks.

Then the PCs would go again and I would direct them to take somewhat better turns than before: the rogue gets combat advantage, the wizard targets the cluster of targets. Etc.

After the second turn, I would probably let the PCs finish off the enemies with their own choices, with the option to ask for more guidance from me if they wanted it.

I'd appreciate feedback on this idea and especially ideas for good ways to highlight different roles and maybe specific classes or races.
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