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<blockquote data-quote="GameDoc" data-source="post: 5426836" data-attributes="member: 53915"><p>Welcome to the forum, and welcome to the other side of the DM screen.</p><p> </p><p></p><p> </p><p>I haven't seen any published ones that wouldn't require re-tooling. Pretty much everything out there is designed for 5 players (not including the DM). You have to go in and reduce the number or weaken the strenght of the monsters and ensure there aren't any barriers that require a skill unpossessed by one of the players.</p><p> </p><p>For your son, I would stick with the basic four classes: Fighter, Rogue, Cleric, and Wizard. I would ask him what type of character he wants to play (maybe he as a hero in mind, like Harry Potter, Batman, etc.) and then build a character for him that comes closest to that. I would suggest giving him his powers on cards so he can easily discard expended encoutner and daily powers. Let him learn the mechanics of running a character before complicating the experience with having to build one.</p><p> </p><p> </p><p></p><p> </p><p>That's all you need. But if you feel tracking the errata is too unweildy, I would suggest getting a copy of the Rules Compendium. It has all the 4e rules updated and corrected for the errata. I use that at the table and only crack the DM books when I am buidling encounters.</p><p> </p><p>I would also suggest the Essential's DM's Book on the short list to add. Again, it has the errata built in and rules on how to build encounters, award XP, and dole out treasure.</p><p> </p><p></p><p> </p><p>Not from WotC. If you want something free you might try this:</p><p> </p><p><a href="http://www.pathguy.com/cg4.htm" target="_blank">Javascript Dungeons and Dragons 4th Edition Character Generator</a></p><p> </p><p>I haven't used it in a while, but the author is constantly updating and correcting it and is easily emailed if you spot a bug.</p><p> </p><p></p><p> </p><p>a. I will defer to more seasoned rules lawyers ont that one.</p><p> </p><p>b. Any magical thrown weapon automatically returns the the thrower at the end of the round. The rules don't really speak to recoving non-magical ones, but I have always assumed yes, unless it's totally illogical (well when you threw your javelin at that gnoll standing on the edge of the cliff overlooking the lake, you missed. The javelin saild over it's head and into the deep, deep water.)</p><p> </p><p>c. Depends on the party or the characters. There have been long debates about this going back to 1st edition, and others may take a different stance than me. My stance has always been that in a dark and brooding medeival world, even good people will execute villains, particularly monsters who don't really count as "people." </p><p> </p><p>And characters of the same alignment don't even have to agree on that. You can have two good characters, one who wants to spare a captured villain and turn him over to the local magistrate, and the other who sees that there is ample proof of the villain's guilt and feels its okay to put him down in the name of justice on the spot. I gues what I am saying that as a DM, I would not rule the latter character has violated his good alignment.</p></blockquote><p></p>
[QUOTE="GameDoc, post: 5426836, member: 53915"] Welcome to the forum, and welcome to the other side of the DM screen. I haven't seen any published ones that wouldn't require re-tooling. Pretty much everything out there is designed for 5 players (not including the DM). You have to go in and reduce the number or weaken the strenght of the monsters and ensure there aren't any barriers that require a skill unpossessed by one of the players. For your son, I would stick with the basic four classes: Fighter, Rogue, Cleric, and Wizard. I would ask him what type of character he wants to play (maybe he as a hero in mind, like Harry Potter, Batman, etc.) and then build a character for him that comes closest to that. I would suggest giving him his powers on cards so he can easily discard expended encoutner and daily powers. Let him learn the mechanics of running a character before complicating the experience with having to build one. That's all you need. But if you feel tracking the errata is too unweildy, I would suggest getting a copy of the Rules Compendium. It has all the 4e rules updated and corrected for the errata. I use that at the table and only crack the DM books when I am buidling encounters. I would also suggest the Essential's DM's Book on the short list to add. Again, it has the errata built in and rules on how to build encounters, award XP, and dole out treasure. Not from WotC. If you want something free you might try this: [URL="http://www.pathguy.com/cg4.htm"]Javascript Dungeons and Dragons 4th Edition Character Generator[/URL] I haven't used it in a while, but the author is constantly updating and correcting it and is easily emailed if you spot a bug. a. I will defer to more seasoned rules lawyers ont that one. b. Any magical thrown weapon automatically returns the the thrower at the end of the round. The rules don't really speak to recoving non-magical ones, but I have always assumed yes, unless it's totally illogical (well when you threw your javelin at that gnoll standing on the edge of the cliff overlooking the lake, you missed. The javelin saild over it's head and into the deep, deep water.) c. Depends on the party or the characters. There have been long debates about this going back to 1st edition, and others may take a different stance than me. My stance has always been that in a dark and brooding medeival world, even good people will execute villains, particularly monsters who don't really count as "people." And characters of the same alignment don't even have to agree on that. You can have two good characters, one who wants to spare a captured villain and turn him over to the local magistrate, and the other who sees that there is ample proof of the villain's guilt and feels its okay to put him down in the name of justice on the spot. I gues what I am saying that as a DM, I would not rule the latter character has violated his good alignment. [/QUOTE]
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