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Long time 4e player DMing it for the first time (in Eberron obviously)
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<blockquote data-quote="Dustin Cooper" data-source="post: 8954899" data-attributes="member: 6922447"><p>I'm currently running a 4e campaign in Eberron myself. There a couple Eberron adventures written for 4e that I've run before, the intro adventure in the campaign setting book and Seekers of the Ashen Crown, and I think both are pretty good if that's something you're looking for. The former in particular is a great intro to the setting and to the 4e system, should any new players be in this campaign. SotAC is on the linear end, but it has some really solid setpieces, and I had a lot of fun with it. In terms of making adjustments for 4e specifically, the one thing I want to make sure you're aware of is that by default, dragonmarks are feats that can be taken by any race. I would decide ahead of time whether you want to keep that, and if so, whether you want to adjust the setting for it or at least think about what it would mean socially if the pixie in your party suddenly has a Mark of Making on her face.</p><p></p><p>For other stuff, in case you weren't aware, they changed the math for monsters starting in the Dark Sun book and Monster Manual 3. If you've ever heard anyone complain that 4e fights just go on forever against damage sponge enemies that can heal themselves, those people were playing with the older math. It doesn't matter much at low levels, but the difference becomes more notable as the game goes on (both those published Eberron adventures are low level and use the old math, but I felt like it didn't slow things down enough to bother trying to update it). So one option is to only stick to newer monster books. The other is that if you want to use older monsters, update them to mm3 math, which actually isn't too hard because of one simple resource: <a href="https://www.blogofholding.com/?p=512" target="_blank">MM3 on a Business card</a>. That math also makes it super easy to level a monster up or down to suit your party.</p><p></p><p>The other thing I will say about adventure design is that 4e works best when fights are cool setpieces. Do not make a dungeon with a dozen rooms of goblins that don't really threaten the party. If you want them to have to deal with getting through easy to defeat mooks, use a skill challenge until they hit something that makes an interesting and challenging fight. Also don't be afraid to drop fights from published adventures for the sake of pacing. SotAC has several sections where it makes suggestions like "if you're players haven't reached level x, here's some fights with random muggers and the like that can get them that xp." I ran none of those and just leveled up the players when the adventure wanted them leveled. It worked much better.</p><p></p><p>I will also note that fans have preserved some digital tools, but as they use copywritten text, I probably can't link them here.</p></blockquote><p></p>
[QUOTE="Dustin Cooper, post: 8954899, member: 6922447"] I'm currently running a 4e campaign in Eberron myself. There a couple Eberron adventures written for 4e that I've run before, the intro adventure in the campaign setting book and Seekers of the Ashen Crown, and I think both are pretty good if that's something you're looking for. The former in particular is a great intro to the setting and to the 4e system, should any new players be in this campaign. SotAC is on the linear end, but it has some really solid setpieces, and I had a lot of fun with it. In terms of making adjustments for 4e specifically, the one thing I want to make sure you're aware of is that by default, dragonmarks are feats that can be taken by any race. I would decide ahead of time whether you want to keep that, and if so, whether you want to adjust the setting for it or at least think about what it would mean socially if the pixie in your party suddenly has a Mark of Making on her face. For other stuff, in case you weren't aware, they changed the math for monsters starting in the Dark Sun book and Monster Manual 3. If you've ever heard anyone complain that 4e fights just go on forever against damage sponge enemies that can heal themselves, those people were playing with the older math. It doesn't matter much at low levels, but the difference becomes more notable as the game goes on (both those published Eberron adventures are low level and use the old math, but I felt like it didn't slow things down enough to bother trying to update it). So one option is to only stick to newer monster books. The other is that if you want to use older monsters, update them to mm3 math, which actually isn't too hard because of one simple resource: [URL='https://www.blogofholding.com/?p=512']MM3 on a Business card[/URL]. That math also makes it super easy to level a monster up or down to suit your party. The other thing I will say about adventure design is that 4e works best when fights are cool setpieces. Do not make a dungeon with a dozen rooms of goblins that don't really threaten the party. If you want them to have to deal with getting through easy to defeat mooks, use a skill challenge until they hit something that makes an interesting and challenging fight. Also don't be afraid to drop fights from published adventures for the sake of pacing. SotAC has several sections where it makes suggestions like "if you're players haven't reached level x, here's some fights with random muggers and the like that can get them that xp." I ran none of those and just leveled up the players when the adventure wanted them leveled. It worked much better. I will also note that fans have preserved some digital tools, but as they use copywritten text, I probably can't link them here. [/QUOTE]
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