Getting back on the horse

I don't use counters and stuff like that (yet).
What seems to work pretty well is just writing down the monsters hit points on a sheet and writing damage and conditional modifiers next to it - nothing unusual, really.

Conditions like marks I usually don't explicitly keep track off - players will usually remind the DM of this.

But thinking about it - I wonder if it wouldn't be useful to have "condition cards" that a player or DM can use to remind himself of such conditions - especially ongoing damage is easily forgotten (and saving against any ongoing effects, too) on either side of the screen. (I think this idea works better for players, since cards take space the DM has other uses for - or just doesn't have at all).

Other suggestions:
Figure out how you want to run skill challenges. Do you want to keep them in the background, noting success and failure for each check the players attempt until the challenge is over? Or do you say:"This is now a Skill Challenge, Urban Chase - Default Skills are Endurance, Athletics, Acrobatics, Stealth, Perception and Streetwise"? That might be something you have already decided on based on your experiences as player or with the group you play in.

If using published modules - read the tactic section. Use them. I often forget, and I think it makes some encounters too easy. (Of course, check also if the suggested tactics make sense. I remember a few pre 4E modules DMs mastered for me where the suggested tactics were bad or easily - or accidentally - foiled. But also scenarios were they worked brilliantly well.)
If you run your own, have some idea of the tactics you want to use.

When building encounters, don't forgot the terrain. Multiple rooms and entryways are great, as are obstacles- use the terrain types.
Find ways to remind your players to use stunts (unless you hate them, but I doubt that regarding your early remarks as playtester ;) ), and find ways to encourage it. Once you have found out how that works, come back immediately to me and tell me how to do that, because I have trouble doing the same. ;)
 

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So assuming all goes well, I'm starting a new campaign two weeks from today, a campaign tentatively titled "In Tooth and Claw" and, at least initially, making heavy use of the fey.

While I've been gaming regularly, this'll be my first time DMing in a few years, and my first time DMing 4E. (I've been playing 4E since before it came out, via playtest drafts, but I wasn't running.)

Obviously, I've gotten to know the system really well, given that I've been both playing it and writing for it. But if any of you who've been running it have discovered any quirks or difficulties that I might not have come across without specifically having DMed it, I'd love to hear your thoughts and suggestions.
E-mail me and I'll hook you up with some stuff that'll help out that is still to come.
 

these are some of the things that I'm finding a pain as I dm 4e:

1. Remembring who is taking what ongoing damage.
2. Who is marked by who
3. At lower levels avoiding boring grind fests
 


these are some of the things that I'm finding a pain as I dm 4e:

1. Remembring who is taking what ongoing damage.
As I described above, I write this next to the monsters current hit points. I'll have to look there anyway. I admit it's still not working perfectly. I consider making this some kind of check list. (Using the PHB list of things that happen at the start, in the middle, and the end of the round)

2. Who is marked by who
How many players (playing Defenders) do you have? Usually it seems very easy to determine, and the players are very happy to keep that in mind. Not too many monsters can mark either.

3. At lower levels avoiding boring grind fests
I thought this would be more a problem of higher levels, since hit points still seem to scale a little faster then damage.
 

For adventure planning purposes, remember that no creature can fight to the death, as the party always has the option of knocking them out rather than killing. This means that you'll need to think a bit more about who has what information and be ready to develop any monster into a bit more personality if needed.
 

Honestly, DMing 4e isn't that different from DMing 3e. Once you're familiar with the 4e rules, including the places where they're almost but not quite the same as 3e, you should be fine.

I mean, if you can track effects in 3e, you can track effects in 4e. If you can avoid grindfest fights in 3e, you can avoid grindfest fights in 4e. Etc.

My personal style is to require players to track who they've marked or quarried. Then I narrate out loud as I move the monsters. If I do something that provides a PC with a benefit (such as a fighter's free attack against a marked foe I forgot was marked) that I didn't mean to give, I'm allowed takebacks. The same is true for PCs, to keep everything fair.

We're a casual, friendly group, so this works just fine.

The biggest issue I found was gently ushering the players into the game. A group that works together is much more than the sum of its parts. Sometimes, when a player is frustrated, the "problem" isn't the player or the player's character, its the rest of the group. For example, a ranger who's frustrated that he never hits with his favorite at will might be best off talking to the cleric about setting up a system where, if he asks for help, the cleric gives him an attack roll bonus of some kind so that he can do more damage with his next round of attacks.

You may also need to massage your player's expectations a bit. Area of effect damage, for example, is lower in 4e- but the number of targets you can usually hit with an area of effect attack is higher. Players who are used to launching a fireball and roasting a bunch of orcs may be shocked and angered when their fireball merely toasts their enemies a bit. A DM who's on top of things can fix that- when our hypothetical player launches his fireball and looks dismayed that he didn't even bloody any of the targets he hit, you can point out that the total damage dealt by the fireball was whatever it was- generally a very high number, given the number of enemies usually caught in the blast. If the character's first thought is "wow, no one was even bloodied by my coolest spell," he will be unhappy. If his first thought is "wow, I did 57 damage in one attack! No one else has even done close to that!" he will be happy. You can determine which thought pops into his head first, if you pay attention and massage egos where necessary.
 

how do you run initiative/order of combat?

Nowadays I write a list down on a sheet of paper, put tick marks by people as their turn comes up. Record damage to monsters on their row. Put arcane symbols by things as they get hit with ongoing damage. Scribble it out then they save. Write it in again the next time they are affected. Do the same for dazes, marks, stuns, immobilised, grabbed, granting combat advantage...

It is all pretty messy (I've tried the index cards idea for initiative in the past and it never worked for me, BTW).

FWIW the 3e style 'durations' for effects was less trouble for me because I just put a mark in the appropriate column on my initiative chart and that told me when the time was up.

So anyway - this multiplicity of status effects on creatures is "a quirk of difficulty" which I've experienced when DMing 4e as distinct to earlier editions.

Cheers
 

when our hypothetical player launches his fireball and looks dismayed that he didn't even bloody any of the targets he hit, you can point out that the total damage dealt by the fireball was whatever it was- generally a very high number, given the number of enemies usually caught in the blast.

Hopefully he won't notice how feeble the 5th level daily power Fireball is compared to the 3rd level encounter power Fire Shroud which is likely to do as much or more damage to everyone in its area, can be used when surrounded and hits only enemies... and is usable every encounter!
 

It is all pretty messy (I've tried the index cards idea for initiative in the past and it never worked for me, BTW).

You might want to consider the combat pad by open mind games. It gets kinds messy, but not too bad, IME. I also found some dry erase markers with magnetic anchors so i've always got something to write with right there. It makes it easier for when the rogue decides to delay attacking till the fighter does something.
 

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