Some really solid stuff here.
I should say that I enjoy 4e and I fully intend to keep playing and running it. I'm just looking to make it a bit easier on me, to get a bit closer to how I was DMing 3e. I've no desire to go back to the days of multiple buffs and high-level bookkeeping. That stuff got in my way even more than some 4e stuff does.
And I'm not so sure it's system mastery. I've been playing or DMing 4e since it came out, so I've got an OK handle on how stuff works.
MrMyth said:
One of the encounters I ran like this - it was a group of Ice Devils sent to assassinate the party. 6 Ice Devils seemed rather boring, so I divided them into groups of three, had each pair seem slightly different (one group had oversized longspears, another were big and bulky, the last was quick and agile), and then slightly modified each group accordingly - choosing one key aspect of the Ice Devil and adjusting it for each group. The longspear guys got an extra square of reach and a small slide on their longspear attack. The bulky guys got a slightly larger breath weapon and cold aura. The agile guys got to swing twice with their claw attack.
I'm a fan of that. Minor tweaks to existing monsters makes a lot of sense. I'm a little concerned I wouldn't be able to keep it straight at the table, but I don't think it'll be any more complex than keeping track of conditions.
S'mon said:
tweaking critters in the Monster Builder, putting Dungeon Delves into my sandbox setting, building nice encounter groups. It takes less time and is far more fun for me than building a 3e NPC or monster by the RAW, anyway.
This is probably true for a lot of DMs who are used to doing prep, but I'm coming from "nearly zero," myself. I'd never build a 3e NPC or monster. I'd never (well, rarely) draw a map. I'd just pick a beast out of a book (usually, a monster, since it was only late in 3e that I had pre-generated NPC stats, but the DMG came in handy there), and I'd grab the DMG for the environmental effects that I wanted to add to the battle.
I'm a huge fan of your "let it ride" advice for NPC recruits. I'll probably do that in the future.
fuzzlewump said:
especially if you know what roles you want and it's even easier if you just fight multiple copies of the same thing.
Well, that's part of the problem I'm having, I think. I don't know what roles I want, or what roles I should want, or what monsters might fill those roles, off the top of my head. Though the MM indexes help a bit on this, I end up eating game time flipping between indexes looking for monsters of a given role that make sense in the context of the adventure so I can insert them.
I wonder if there's a quick "role template" or something I can use to swap out a basic "goblin" for a "goblin soldier/goblin skirmisher/goblin artillery" kind of thing. That'd be crazy useful to me, I think.
The_Gneech said:
It sounds like you're suffering from a bit of "performance anxiety" with the encounter design, which makes sense given the way 4E has largely been presented.
You're probably right. This might be linked to my dislike for maps and minis, too. I can give general evocative descriptions and have awesome imaginary setpieces, but the moment I have to physically stick something on a grid, I kind of balk. "Should this go here? Should it go there? What tactical options does this allow? What should be difficult terrain, what should be a skill check, how is that favoring certain characters over others?"
Perhaps I need a little crash course on map-making.

Or a really good guideline for using 4e without a grid (I've seen a few OK ones, but they haven't impressed me much, 'cuz they largely rely on a lot of "DM doing the work" stuff. I'd rather make my players do the work.

).
PrimitiveScrewhead said:
Also, I stick with the DMG encounter templates when designing a combat, usually the wolfpack or commander and troops. This means 2 to 3 monster types, maybe 4 at the most. Add in a trap/unique terrain/special and you have a good combat scenario.
Nice! Since I'm mostly using the DDI when I generate encounters, I forget that the DMG has that section a lot of the time (and also some really useful templates for individual monster tweaking!). Perhaps I need to crack the spine on that book a little more often.
LostSoul said:
I made a random table to generate terrain features over here:
EN World D&D / RPG News - Powered by vBulletin
Yoink'd. Slick!
Otherwise, a subsystem that could provide you with a campaign planer -aside from the encounter planner which 4e seems to be- would do wonders to help you develop the right mindset on how to accustom your game around your style and needs. If you like this suggestion, the game "Reign" is a must read.
I'm going to have to look into that, because I definitely see my games more as campaigns then as sets of encounters. This might help some of the flow problems I'm having.
Though I still think my main problem is in the encounters themselves. I guess I'll always be doing a little more prep in 4e than I was in 3e (quantity of monsters, maps, etc.), but I'd like to be able to pull as much of that out of my behindus as possible at the last minute.
Some good suggestions so far, keep 'em coming...any pointers on making maps or customizing critters would, I think, be double-plus good.