D&D 4E New to 4E, New to DM, New to EN

Rechan

Adventurer
Agree with [MENTION=336]D'karr[/MENTION] - lack of a controller just means that minions are more threatening and swarms are very dangerous. A well built controller typically throws around lots of conditions; without one, your monsters won't be as bogged down.

Let's discuss monsters and combat. For the most part, this is advice when dealing with your 3 PCs.

Monster Mix

Minions: A few are ok, but don't fill the encounter with them. Why? They will frustrate your rogue. He does lots of damage, which is irrelevant when a minion has 1 HP. But a few can give your guys pause, or at least let them waste a round mopping up. Minions make great flanking friends for skirmishers. (When you have your other two guys, feel free to use more.)

Skirmishers: These you'll likely use a lot. They are mobile. They can potentially do a lot of damage, but they're not very dangerous. Skirmishers make great fodder for fighters, because fighters pin them down and beat on their heads. Your rogue can likely take these guys down if he can get CA.

Brutes: These are a mixed bag. They have lots of HP, and are supposed to do a lot of damage (especially with the newer math). The problem is that their attack bonus is low, and they often have boring powers (particularly the MM1-2 brutes). Consider increasing attack bonus, and making them out to be dangerous, and your guys will converge and wail on them.

Artillery: Unless the cleric is a ranged cleric, it means you have no ranged guys. Which makes artillery monsters more interesting. Artillery packs a punch with their ranged powers, but are dead in melee - thus you can put them behind a defensive wall, put them at the top of some stairs/other areas that take effort to get to, so that the players are spending a round or two just getting to the glass cannon that's firing at them (an eladrin can teleport - letting the rogue get to the artillery will make him feel awesome if he figures it out). Even if your cleric has ranged powers, he likely can't lay down the serious hurt, thus it means that fighter/rogue needs to get to the artillery guy. Artillery paired with say, a soldier and some minions, could make a long but tense fight.

Controllers: You can put a controller in a situation similar to the artillery, but there's more variety here. Controllers do two things well: Debuffing with conditions, and moving PCs around. They don't do a lot of damage. Which means that what makes a controller shine is either the environment they are in (various terrain to push PCs into) or the enemies they're with (dazing PCs so that skirmishers can do Sneak Attack damage, etc etc).

Lurkers: These are my favorite types. They are weak, potentially do the most damage, have to ambush, and can potentially hide/run away. Most lurkers have an ability to remain hidden, so the best tactic is to wait a round or two before having them pounce on someone. Particularly someone who is either hanging in the back, or who is wounded - therefore everyone has to rush to the person's aid. This can change an encounter completely, or at least add some sudden tension. However, use lurkers every now and then, not every fight.

Soldiers: Only use one of these, ever. Soldiers are your most boring monster. They are hard to hit, but do little damage. The only purpose of a soldier is to take the heat off your other monsters. Never use a soldier above the party's level. (When you have your other two guys, you can use one more soldier).

Elites/Solos For a 3 man team, an Elite is just about a solo (avoid solos unless you have a 5 man team). Pair an elite with a bucket full of minions, or two lower level monsters. Expect your PCs to focus fire on the elite guy, so he may have 2-3 rounds to live. Keep the Elite's defenses kinda low (never, ever use an elite soldier - boring as hell).

Monster level: Using monsters below the party level will permit you to use more of them. For a 3 man team, that's good.

Combat

You'll often find combat comes in two types: either the PCs barely scrape by, or they blow through the encounter. Usually the latter is the case. Expect it - PCs are very durable, and they will find ways to beat your monster's teeth in. Dont' get discouraged. Players love slaying monsters/being badass. So what you want to do is give them enough of a challenge so they're not bored, give them enough of a threat so they maybe were worried for a round.

Beware of Grind. This is where it's clear that the PCs are going to win, but there's a monster or two still alive. This is the point where the fight gets boring/tedious. What you want to do here is either: 1) Have the monster try to flee (PCs will usually chase those suckers down as hard as they can), 2) Have the monster surrender, or 3) Handwave the battle, because it's clear who's going to win.
 

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Herobizkit

Adventurer
As a DM, it often nice to start with a pre-published adventure so that things are not too overwhelming. Wizards release Keep on the Shadowfell for free.
Keep on the Shadowfell is very overwhelming for a new DM to run for several reasons, the worst of of which being that it's a poorly written adventure both on a style and mechanical level. You players will want to hang themselves around mid-way through.

If your players have a short attention span, my suggestion would be to go to the D&D Insider site (once you subscribe, of course) and dig up the Chaos Scar series of Delves. Each mini-adventure is only about 3-4 rooms worth of combat, which is PLENTY for a new group.

For new player's it can also be a good idea to run an introductory session using premade PCs. Then once they have an idea of how the game works, they can choose to make their own character or keep going with the premade.
My group tried this as well, and it went well. My suggestion would be to run the pre-gen in the original DM Guide as your primer, then decide if the players want to continue with their current PC's or make new ones.

Finally, for the three 'serious' players, there are character classes that cover multiple roles. For example, my current group has:

  • Shifter Warden (Lifespirit path): Combines defender with some controller abilities via use of a Halberd and Form of Winter's Herald.
  • Eladrin Bladesinger: Technically a controller, heavy lean towards Striker for Damage output.
  • Kenku Assassin: Technically a Striker, also Multi-classed into Bard for some Leader/Controller love.
  • Changeling 'Hexblade' (NPC Companion): Pure Striker/Skirmisher. Adding a 4th half-PC controlled by either you or a player adds some survivability.
Three half-controllers are terrifying. They almost never need to heal and can all Skirmish well. Last adventure, the Warden had the "big bad" locked down on the other side of the room for the entire combat while the other two cleaned house.
 
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Tony Vargas

Legend
First: Is the 4E caracter creation more complicated than I remember?
Depends on when you last played D&D. More complicated than original D&D, Basic D&D or AD&D, /yes/. More complicated than 3.5? No, 4e stepped down character creation a bit compared to the last ed. More complicated than AD&D 2e? Well, maybe not once you factor in all the kits and Complete books and whatnot.

but what are some "important need to know's" I should look over before we begin? Otherwise, I'm pretty excited to DM a game.
You need to know the core system - combat & skills from the Player's Handbook. Character creation you need to know if your players have trouble, and you should familiarize yourself with how to read powers in the PH, because you'll have to interpret and make rulings on them from time to time.

From the DMG, you want to take a look at encounter design, and the famous 'page 42' advice on handling improvised actions. You should check out the updates for Skill Challenges (the initial SC system in the DMG was way off), or even the version of Skill Challenges in the Rules Compendium or DMG2.


Third: Two of the group members aren't as committed as the others.
They seem to want to joke around (which is ok to an extent) but are much less serious than other players.
4e's OK for casual play. You can let them build simpler characters - the archer build of the Ranger is notoriously easy to play, for instance, but, really any Striker is fairly straightforward. Though, the Warlock can be frustrating.

Also, they seem to be on the verge of bailing due to the complication of the rules. One said "It's too much 'work'. I'd rather not get off work just to work more."

(they'd rather play settlers it seems... )
Some people are just more boardgamers than roleplayers. There's a D&D-based board game called 'Castle Ravenloft' (and two stand-alone/expansions for it, Wrath of Ashardalon, and... I forget, something about a drow). It's fun as a cooperative board game (more cooperative than settlers, kinda like Pandemic or House on the Hill) and is at least suggestive of D&D.
 
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