Adjusting Encounters for 3 PCs

I have managed emotional attachment (of sorts: the players hate it when monsters get away...) a bit, but it's hard to do for every encounter. As far as information / foreshadowing, I think that part of the issue is that so far sticking to "the plan" has worked out better for them than anything else. I've talked to some of the players about this a bit (well, I've talked to them all about it a bit, but only a couple of them are interested in significant out-of-game discussions about D&D), and they're at least trying to be more interested in stuff...

So I ended up running yesterday, although we where actually down to 3 players again (the ardent, the sorceress, and the swordmage), due to a last-minute cancellation. We ended up playing about four hours, maybe a bit more, and got through two encounters, with really nothing else going on in-between. That's quite a bit slower than last week (also with 3), but the encounters where a bit tougher / more involved, and I think the players where paying quite a bit more attention...

I still feel like I'm spending too much time & energy on prep. There was a fair bit of stuff that seemed neat, but didn't really make much difference. But while not everything really "worked", the stuff that did seemed to pack a bit more punch... No-one dropped, and even when it got close I think they had things in hand, but it seemed like there was a bit more concern, even a bit of interest in figuring things out...
 

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[MENTION=38357]kaomera[/MENTION] Well, you can't be doing anything too bad if you're still getting together for games and having fun. :) Can you be more specific about what didn't work despite seeming awesome to you during prep? And what seemed to successfully 'pack a bit more punch'?

Just a hunch, but would it be accurate to describe most of your players as casual borderline hack 'n slashers?

If that's the case you really don't need to do much prep at all, just keep the monsters coming. For a more casual game I'd recommend just going with modules to cut down on your prep time, and loosely connecting them with your own story.
 

[MENTION=38357]kaomera[/MENTION] Well, you can't be doing anything too bad if you're still getting together for games and having fun. :) Can you be more specific about what didn't work despite seeming awesome to you during prep? And what seemed to successfully 'pack a bit more punch'?
I'll try. I had intended to write up a nice recap, but my note-taking didn't work out so well - I can't remember what some of the abbreviations are supposed to mean and I kind of fell off even doing it about halfway through the first fight... lol...

In the first fight I had the big solo, some skirmishers that really worked like a hazard (I guess), laying down a wall of fire that the PCs didn't want to stand in (and moving through enemy squares so that they could lay it down where they where), and some minions that handed out vulnerable 10 fire and popped up if anyone used an immediate action or spent a healing surge...

The layout of the room was one of the big things that I spent some time on but didn't really come up. I think this was largely due to the smaller group, actually. There where some platforms and pillars (blocking terrain) in a room filled with hot coals, with magical bridges between the platforms that could go down if you walked over them and could be brought back up with a minor-action arcana or nature check... The intention was to get the PCs spread out, and they did spread out a bit but 3 PCs trying to not be clustered within a burst effect covers much less ground than 5. The bridges would have gone down much more often if more people had been walking across them - and the fact that the ardent could casually jump across instead and everyone else was able to teleport when they needed to worked in the PCs favor there. But that was all OK, there could have been a bit more movement but the fight wasn't completely static. I think the thing is, I find almost all fights end up that way (the second one this session was one of the exceptions). You get a lot of shifting and such, but not much longer-ranged movement once people are in melee...

The minions where kind of useless, they tended to die without the PCs having to do anything special. Likewise the skirmishers produced some effect, but ended up getting hit by a few secondary effects from the sorceress, etc. and going down. The Efreet was kind of nasty - he handed out a few big helpings of damage. It would have been nice if I could have remembered how to play it throughout the whole fight. Fortunately I had made the players aware of it's aura, because they kept having to remind me of it, but I completely missed the "recharge and use the blast" immediate that should have gone off if he was bloodied. The PCs did bust out a number of dailies in the fight, and would have used all of the ardent's heals if he hadn't ended up dazed at one point at the end (of course this just ended up meaning that the swordmage used his second wind that turn instead of going full defense... this while he was invisible, mind you...).

The second fight (as the PCs had now entered the "air wing") got pretty hairy as well, which really surprised me until I realized that I actually hadn't applied any of the adjustments I had come up with for there only being 3 PCs. It was 2 different lurkers and 3 skirmishers. The skirmishers where really very effective, and I think that 5 of them might have ended with a TPK. The lurkers meanwhile where pretty tricky, and while they didn't end up being very effective in the long run (they basically got one shot in and then the PCs just screwed up their tricks) it was really nice seeing the players pay attention to their mechanics for a change... What was not so nice was seeing them misidentify some of them... The swordmage's player kept warning the others not to target Fort, when that was, in fact, their lowest defense... The skirmishers in particular had really pretty obscene AC and Ref (as good / better than the swordmage), while their Forts where just nothing...

There was a lot of movement in that fight, but unfortunately I think it would most likely just encourage the players to not move as much... The sorceress got way out waya from the rest of the group while being divebombed by the skirmishers... And while she was giving back as good as she got the 3-on-1 while out of heal (and for a round aegis) range didn't really work in her favor. Of course she's very mobile herself, but she ended up having to take a 20' fall (1 damage got through after acrobatics... lol, prone...) to get back in range.

I guess I should mention there where 2 20' high "steps" in that room, with these cyclone things in front of them that would let the PCs fly up to the next level... That was kind of fun. Might have actually been more interesting if the monsters had been using them as well, but they all flew...

Just a hunch, but would it be accurate to describe most of your players as casual borderline hack 'n slashers?
I don't think so... That might be the overall effect, but it's a pretty diverse group. I think the hack'n'slash is my fault - I'm trying to run a dungeon for a change, and it's kind of ended up as mostly just a series of fights (there has been some interesting (imo) atmospheric stuff, but I don't feel like I've really managed to make it that meaningful). Previously I had a lot of roleplay stuff, to the extent that the players where asking for more combat and we where doing the "5-minute workday" thing just because there would be several days of running around and talking with NPCs in between fights...

If that's the case you really don't need to do much prep at all, just keep the monsters coming. For a more casual game I'd recommend just going with modules to cut down on your prep time, and loosely connecting them with your own story.
I am strongly considering adapting an adventure coming up here. My work is going to be taking much more time / energy in the near future (which I knew was coming, but I had expected not until around Easter / Mothers Day). But, honestly, my big problem prep-wise has been just getting encounters together. As I've said, part of that has been a learning experience thing, going from MM1 / MM2 monsters that I wasn't updating correctly to MM3 / MV monsters mainly and having to re-do a bunch of encounters recently for fewer players (and the ones this week needed to get re-done a second time at the last minute). It's taking me probably about 30 - 45 minutes minimum per monster to get them picked out / read over / re-fluffed / organized / printed. And then there's working up the encounter area on top of that... And I'm not really that satisfied with the results, in terms of organization. It's still hard to keep track of stuff in play, I forget stuff, and things take too long...
 
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Hmm... a large part of it seems to be poor record keeping on your part - forgetting monster powers, etc. I would heartily recommend taking steps to better organise your encounters, such as printing out all the monsters on one sheet (including showing what to add/remove for more/less players), highlighting in different colours powers that have conditional triggers, and putting boxes next to recharge powers to keep track of when they recharge (which also helps show that they can recharge. You might also want to consider simplifying encounters (using less monster types/terrain effects, or simpler ones) and/or giving yourself 1/2 an hour to review your encounters just prior to play time. You might also want to make a point form list of intended monster tactics.

I can fully understand your frustration - encounter organisation is something I too have struggled with, which has resulted in me implimenting all but the last of the above suggestions. And I still don't always get things right.

Now just to work on getting more descriptive elements into my games....

Additionally, you should really design your encounters with the PCs in your party in mind. For example, if you have a PC with high acrobatics/athletics who likes to do stunts, having things to swing/climb on might be a great thing to put in an encounter - however, if you have a group like mine that lacks such skills and/or inclinations, working such things in is basically wasted time and effort.

As well, if you want to have your PCs get excited about interacting with the environment, it is important to have terrain features that are: a) equally/more beneficial to the PCs than to the monsters; b) readily apparent how they will be of benefit of used; and c) must have an opportunity cost that is appropriate to what benefit they do bring. Getting this ballance right can be very challenging... (and something my DM struggles with) for example, he put pillars that we could knock down, but they were up where my strength dumped sorcercess was, so there was no point in having them as I felt that given my poor stat, the potential of hitting friends, and my good DPR, there was no point in trying. As a rule of thumb, though, if you want the PCs to disadvantage themselves in using it (which includes wasting a standard) it must be at least as good as an encounter power (in terms of accuracy, damage and effects) of the PC most likely to be in a position to trigger it and the player has to know that its worth the while to try it. In other words, at the beginning its better to make such things too good in the hands of the PCs rather than too weak... once the PCs are in the habit of trying things out, you can tone things down (though avoid the players feeling like you have nerfed them).

Wow... sorry for the walls of text, but I hope its helpful.
 

I had this problem all the time when I played 4e, so I made this table. It shows the xp totals for parties from 2 to 10 pcs from levels 1 - 30 (after level 10 I only did the numbers for parties of 4, 5 and 6 PC's, so you will have to fill in those gaps). Using this table I could pretty easily spend a few minutes and adjust the number of enemies to fit the party size I had, hope this helps
 

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[MENTION=81104]Dr_Ruminahui[/MENTION]
Great advice. But I don't think it's fair to equate trouble remembering a monster's power with poor organization. New DMs, stressed or overworked DMs, narrative focused DMs, or DMs using complicated monsters in large numbers. All of those could explain this fairly common complaint about 4e combat.

...there could have been a bit more movement but the fight wasn't completely static. I think the thing is, I find almost all fights end up that way (the second one this session was one of the exceptions). You get a lot of shifting and such, but not much longer-ranged movement once people are in melee...
Seriously go read that section of DMG2 about encouraging movement. What you describe I would expect in a stand up knock down fight against soldiers in an environment without hazards or desirable terrain. But this is NOT my experience of most fights I've run as DM. Especially if you had skirmishers this doesn't make sense based on what you shared so far.

The minions where kind of useless, they tended to die without the PCs having to do anything special.
That's fine, most minions are supposed to die. The question is did they get to
Do their schtick before (or during) death?

Fortunately I had made the players aware of the Efreet's aura, because they kept having to remind me of it,
Get lengths of colored wire and from them into square templates in the size of the critter's aura (or zone) before game. If your Efreet has hellish flames engulfing him it makes sense to show that on the combat map. Hmm I'm assuming you game in person.

The second fight (as the PCs had now entered the "air wing") got pretty hairy as well, which really surprised me until I realized that I actually hadn't applied any of the adjustments I had come up with for there only being 3 PCs.
Make this easy on yourself. Your group sounds like it regularly fluctuates between 3 to 5 players so build your encounters to accept for that. Always include 2 standard monsters of the PC's level, that way if you have 1 or 2 players missing simply deduct those standard monsters from the fight. Solved.

It was 2 different lurkers and 3 skirmishers. The skirmishers where really very effective, and I think that 5 of them might have ended with a TPK.
Heres a question: what made these Skirmishers so much more dredging than those in the previous encounter? I'm assuming it was the amount of movement?

What was not so nice was seeing them misidentify some of them... The swordmage's player kept warning the others not to target Fort, when that was, in fact, their lowest defense... The skirmishers in particular had really pretty obscene AC and Ref (as good / better than the swordmage), while their Forts where just nothing...
Haha that's what know-it-all players get :)

I guess I should mention there where 2 20' high "steps" in that room, with these cyclone things in front of them that would let the PCs fly up to the next level... That was kind of fun. Might have actually been more interesting if the monsters had been using them as well, but they all flew...
Sounds like you've been incorporating some interesting terrain into every fight!

I'm trying to run a dungeon for a change, and it's kind of ended up as mostly just a series of fights (there has been some interesting (imo) atmospheric stuff, but I don't feel like I've really managed to make it that meaningful).
That's pretty much what dungeons are, no fault in it. That and traps, puzzles, and treasure. There might be some cool mini RP opportunities but when the players enter the dungeon they expect to kick monster ass and take names.

It's taking me probably about 30 - 45 minutes minimum per monster to get them picked out / read over / re-fluffed / organized / printed.
30-45 minutes per monster?? That's crazy. Creating a new monster from scratch in 30 minutes? Yes. Picking one monster for an encounter in 30 minutes? No way. What the heck are you doing?

And then there's working up the encounter area on top of that... And I'm not really that satisfied with the results, in terms of organization. It's still hard to keep track of stuff in play, I forget stuff, and things take too long...
On page 63 of the DMG there's a section called "Building an Encounter Script" which seems to get overlooked. My version is to envision the encounter as a whole and concisely describe it in 200 words or less. Then I design everything around that. As long as I have the big picture and it's exciting to me I rarely forget stuff unless I'm having an off day.
 

@Dr_Ruminahui
Great advice. But I don't think it's fair to equate trouble remembering a monster's power with poor organization. New DMs, stressed or overworked DMs, narrative focused DMs, or DMs using complicated monsters in large numbers. All of those could explain this fairly common complaint about 4e combat.

I had hoped by my pointing out that I've struggled with that issue myself had made it clear that I didn't mean that in a pejorative way. Rather, what I meant is that there are methods one can use to be better organised and make remembering things easier, and that he/she might wish to try some/all of them.

And I whole heartedly agree on your comments about minions and pre-planning your encounters for a varying number of persons - that's exactly what I do, as I fluctuate between 3 and 5 players.
 

Hmm... a large part of it seems to be poor record keeping on your part
I definitely agree that this is part of the issue. That's one reason why I'm willing to chalk part of the time I've been spending on stuff recently up to a learning experience.

Printing multiple monsters on a sheet has been a problem, as they may then end up small enough that I have a hard time reading them. Usually I can get 2 not very complex creatures or 3 downright simple ones to work OK, but I had a small problem with minion stat block I had stuck on the sheet with the solo last session (not much of a problem because it was a minion and I knew how it was supposed to work, but reading the defenses was a pain). I've also been noting stuff that I need to remember with stars and arrows beside the stat block, but I tend to end up not looking at that stat block when they should be coming up...

I think I may have a solution (or at least a partial one) though; I'm going to make a single sheet with initiative, defenses, hit points, etc. for each monster, and I can put stuff that would come up on a hit on there. That gives me one sheet to keep in front of me on the players' turns, and then the individual stat blocks on the monsters' turns... I've also been trying to re-format stat blocks so that I can basically go down them in bullet-point form - so, basically, a list of recharges and other start-of-turn stuff, then list power sets (by action) in order of decision priority, instead of just always standards then moves, etc. The only problem with that is that it's taking even more time for prep...

I can fully understand your frustration - encounter organisation is something I too have struggled with, which has resulted in me implimenting all but the last of the above suggestions. And I still don't always get things right.

Now just to work on getting more descriptive elements into my games....
Yeah, I need to work on description too... The only one of us who really regularly adds fluff to his attacks is also more or less our resident 4e expert. So I think that may become easier with rules experience / competence. But I've also noticed that at least one of the players busts out all sort of cool stuff as soon as she doesn't have to worry about mechanical stuff at all. This is the sorceress' player, and the session before last she pulled off a cool mortal kombat-style fatality on one of the giants... And I think that happened more because, since it was KO'ed and the mini was being removed it no longer mattered if her power actually had a push or prone component, or how much damage getting impaled on the stalagmite did, etc. I think I can see that being an issue with me, as a lot of "extra stuff" that I would add in is stuff that 4e would tend to model mechanically, and therefore I don't feel like I should be just doing...

Additionally, you should really design your encounters with the PCs in your party in mind. For example, if you have a PC with high acrobatics/athletics who likes to do stunts, having things to swing/climb on might be a great thing to put in an encounter - however, if you have a group like mine that lacks such skills and/or inclinations, working such things in is basically wasted time and effort.
(snipped some stuff)

One of the things with this group is that they don't want me spouting mechanics at them, like they don't want me to announce skill challenges or declare exactly how terrain works, etc. Fair enough, except that it seems to be tripping me up. One of the things about 4e is that it takes a lot of mechanical stuff that I always thought was kind of a waste of time / concentration and actually makes it fun, like the battlemat... And so the issue with skill challenges and terrain and stuff is that without the players interacting with it in a mechanical way it really isn't interesting to me. I think this is sort of what you're talking about with it being as good as an encounter power... Anyway, without just coming out and saying what's up I don't feel very confident that I can convince the PCs that this stuff is worth messing with, and I'm worried about giving the wrong impression / miscommunicating...

I had this problem all the time when I played 4e, so I made this table. It shows the xp totals for parties from 2 to 10 pcs from levels 1 - 30 (after level 10 I only did the numbers for parties of 4, 5 and 6 PC's, so you will have to fill in those gaps). Using this table I could pretty easily spend a few minutes and adjust the number of enemies to fit the party size I had, hope this helps
Thank you for sharing that. Mostly I just forgot in this case. I was thinking that I kind of would want / need sets of monsters that added up to a given XP total, especially since there's that "skip" in the progression at level 14. But I think maybe I need to start trying to limit myself to both fewer different creatures in a fight and making them all the same level seems like it would be easier as well. I'm not sure though - would this make the encounters less interesting?

[MENTION=81104]Dr_Ruminahui[/MENTION]
Great advice. But I don't think it's fair to equate trouble remembering a monster's power with poor organization. New DMs, stressed or overworked DMs, narrative focused DMs, or DMs using complicated monsters in large numbers. All of those could explain this fairly common complaint about 4e combat.
That is true, but I think in this case organization is at least a part of my problem... I also have been a bit stressed at some sessions due to various out-of-game stuff, and I noticed last week (when I kind of managed to just run the game and put everything else out of my mind) that I had a better time of it. But I think it was a fair thing to point out...
Seriously go read that section of DMG2 about encouraging movement. What you describe I would expect in a stand up knock down fight against soldiers in an environment without hazards or desirable terrain. But this is NOT my experience of most fights I've run as DM. Especially if you had skirmishers this doesn't make sense based on what you shared so far.
See my comments above about skill challenges and terrain, I kind of think I'm just not selling the "attractive" part well enough. Add to that the fact that, with the whole group there, there has been a tendency towards a fairly static (except for the swordmage, kinda...) set of tactics, and since they work very well there's little incentive to change things. For instance, I have run what I think of (if I'm reading it right) as the "circular paths" thing, and it didn't really work because it didn't really matter if the monsters could get around behind the PCs because they really weren't doing much of anything, anyway (mind you, IIRC this was unedited MM1 / MM2 monsters, so it could just have been that their damage expressions where beneath notice...).
That's fine, most minions are supposed to die. The question is did they get to
Do their schtick before (or during) death?
Well, not really, but I think I'm ok with that. It was mainly because we had only 3 PCs and which 3 they where. With 5 I think that there would have been more minions popping up and therefore more likelihood that one might stick around long enough to do it's thing... And with the shaman and fighter likely to draw some it would have been more of a question of which ones to pop... But I basically had no time to re-jigger the encounter for 3 players vs. 4...
Get lengths of colored wire and from them into square templates in the size of the critter's aura (or zone) before game. If your Efreet has hellish flames engulfing him it makes sense to show that on the combat map. Hmm I'm assuming you game in person.
Yeah, we game in person. =] I've tried both pipecleaners and triangular markers for the corners of auras, and both have kind of gotten in the way of stuff. The players have complained about it, but I think you're right and I will probably end up going back to using the pipecleaner squares, it's just the lesser evil...

Make this easy on yourself. Your group sounds like it regularly fluctuates between 3 to 5 players so build your encounters to accept for that. Always include 2 standard monsters of the PC's level, that way if you have 1 or 2 players missing simply deduct those standard monsters from the fight. Solved.
Recently, yeah. It didn't used to be a problem, and I hope it will stop cropping up so much in the future... I was actually thinking about designing encounters for 3 PCs that I could then "bump up" to 4 or 5, as I think it's harder to get something that will work / be fun for 3. But given that I think that I'm going to try and figure out a companion character or something so that I can avoid actually doing the "for 3" thing at all...

I think also that maybe I've been trying too hard with some stuff...
Heres a question: what made these Skirmishers so much more dredging than those in the previous encounter? I'm assuming it was the amount of movement?
Well a lot of it, honestly, was that the sorceress when off-plan right off the bat and ran downfield. She was trying to get away from the skirmishers, which had a nasty damage bump if one of their allies was adjacent to the target... So they where pretty much taking turns standing next to here while the others would zip in for a hit and then back out... And the other two PCs where trying to focus-fire on one of the other two monsters. (The sorceress is kind of "immune" to focus fire. It's an interesting effect, imo; since she has no single-target powers and the vast majority of her damage comes from her big static bonus, she's basically free to hit whatever she wants and she can still also be pumping as much or more damage than any other PC except the fighter on a crit onto the main target...)

Sounds like you've been incorporating some interesting terrain into every fight!
I try. I've been mainly sticking to really obvious stuff, and things that have to be dealt with one way or another. I actually cheated with the cyclone-elevator things and just told the sorceress' player (storm sorceress...) that her character knew how they worked. The main player who's a stickler for that stuff also wasn't there, which helped.

That's pretty much what dungeons are, no fault in it. That and traps, puzzles, and treasure. There might be some cool mini RP opportunities but when the players enter the dungeon they expect to kick monster ass and take names.
Yeah, I did the dungeon because there had been a bunch of roleplay-heavy sessions, and the players wanted more action, and I wanted an excuse to actually string more encounters together (rather than "5-minute workdays"). But I think I kind of overdid it, and something a bit simpler might have been better. Because of skipped sessions, slow play, etc. they've been in this dungeon for over a month real-time, and I think they're starting to look forward to getting out. It's not dragging just yet, I think... And there's the whole cultists plot thing that, honestly, I really haven't thought all the way through... (I also need to come up with stats for them...)

30-45 minutes per monster?? That's crazy. Creating a new monster from scratch in 30 minutes? Yes. Picking one monster for an encounter in 30 minutes? No way. What the heck are you doing?
Well I put a lot of thought into stuff, maybe too much, idk. I do re-fluff almost everything, and I've been tweaking powers at least a bit... Maybe less so recently, idk if that's because I like the MM3 / MV monsters more as-is, or if I'm just generally more comfortable with stuff. But I have removed or changed powers that seemed redundant or a hassle to deal with in the past. I usually use the compendium to search for appropriate monsters, which means between a handful to a few dozen stat blocks to look through. Then I have been entering them into the (offline) monster builder for tweaking and re-leveling. The MB tends to randomly drop stuff, so I may have to re-edit it a time or two at that point... Once it seems right I copy it out of there into OpenOffice and make edits to the format (like moving powers around so that they're in a more useful order for me) and double-check stuff... Most of it's just organizational stuff, if I just had to pick a monster and re-level it it would be a lot quicker.

On page 63 of the DMG there's a section called "Building an Encounter Script" which seems to get overlooked. My version is to envision the encounter as a whole and concisely describe it in 200 words or less. Then I design everything around that. As long as I have the big picture and it's exciting to me I rarely forget stuff unless I'm having an off day.
I've seen it said that the players have a larger workload in 4e than the DM, but I'm not really seeing it (in a practical sense). Players have one character apiece, once they know what their stuff does that's what it does, and they can pretty much run everything off of a deck of self-contained power cards. I'm juggling at least a few sheets of paper (harder to flip through than cards) that change with each encounter and have a bunch of different stuff on each one. It also doesn't help that I ended up setting up this dungeon so that there are multiple paths the PCs could have taken, or that I've re-designed all of the encounters about four times apiece at this point... It would help if I could take some time and go over everything before each encounter, but we're already barely managing to keep up two encounters in a 4+ hour session...

But worrying about "how much we're accomplishing" may be part of the problem. I have noticed that if we go much over 4 hours some of the players get antsy, while others aren't really satisfied if we end too early. So there's an issue there in that if it takes like 3 hours for the first encounter I kind of have to fail to meet someone's expectations - either we break now (too early) or run another encounter and go too long... But aside from that I think that I'm the main person worried about how many encounters we get in. Part of that is bang-for-buck as far as prep goes, and the fact that I kind of want to run stuff while it's still a little bit fresh in my head...

But part of it's also that, I guess, I'm not 100% satisfied by 4e combats. That's also kind of what led to the "5-minute-workdays" early on, I think. I like 4e combat, it's fun, but if that's all we're going to do then I guess it doesn't quite feel like enough to warrant hours of prep and a hour each way bus ride to and from the game... (And I felt the same way when I was running a PC, really.) So I kind of want to get through the "merely-good-stuff" to the "better stuff", I guess... idk, that's kind of hap-hazard self-analyzing, and it doesn't seem like it's 100% on the mark, but it's something for me to think about...
 

[MENTION=81104]Dr_Ruminahui[/MENTION] I meant to add that I'd be *really* curious to see your graphic design of a monster stat block to maximize it's ease of use in play. I like your ideas about the check boxes and highlighting - we think a lot alike about the organization aspect of 4e. And I get where you're coming from, just reread your post - sometimes I can get too intellectual on these forums and miss social cues that in person would be obvious. Who'd a thunk?
 

@Quickleaf
No problem about reading my post as more critical than it was... these misunderstandings happen on the internet. :)

As for what my encounter sheets look like (calling it "graphic design" seems a bit, um, extravegant ;)), I've attached a scan of one for an upcoming encounter - needless to say, any of my PCs shouldn't look at it.

- the yellow highlights are things I'm likely to forget

- the pink highlights are things that either only happen when bloodied, or trigger when bloodied.

- the checks next to a power are to keep track of limited power use - I turn it into an "x" when the power is used. Powers that recharge when bloodied have a second check, with pink highlighting for the second

- recharge powers have a bar with a number indicating the recharge rate above where I keep track of power use.

- you can see various places where I've written the HP and bloodied HP values with space to keep track of HPs. I used to keep track of all HPs at the bottom of the sheet, but found it easier to do so near to where it has the monster defences.

- I should have a box to check off for when the first monster uses his action point, but I forgot to put one. My copy has been fixed.

- on the right next to the rightmost monster, you can see a x4/x8 - that's to keep track of how many monsters of that monster are in the encounter, with the x4 for 4 players, and the x8 for 5. Now, I've gone and whited that out of my copy (as that's not actually how many I plan to use) - I just put those numbers as an example. For normal encounters, they would be next to each monster block.

- Finally, also on the right are the special rules for the encounter - for this one, monster appearance is based on how the PCs do at a puzzle immediately before the encounter. There is also another rule that I have listed but not detailed... haven't worked the exact mechanics yet.

Normally, I like my monster stat blocks to be bigger than that (but still in 2 columns), but I'm not having much luck resizing the monster entries from the new monster builder.

Anyway, my organization methods are a work in progress - I'm sure it will get better with time. One thing I'm going to need is a new highlighter colour for things that only work when the creature is not bloodied... an encounter coming up has a number of creatures with such effects.
 

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