Questions from beginner

JLV

First Post
Hi folks.
We are about to start a 4e Campaign with me as a DM and sice we are new to to 4e, I'd like to ask you a few questions:

1) According to treasure parcels, the characters gain magical items as they progres. My question is: are monsters getting tougher to reflect this? Or do they need some kind of boost to remain challenging?

2) Are there any overpowered monsters? I mean if there are some monsters too powerfull on their level (like level 2 something being able to kill level 5 character without much effort). I don't want to ruin the fun by killing the entire party during their first adventure (or even encounter).

3) The monetary treasures - isn't that too much? I looks to me like they will have almost unlimited supply of money meaning they will be able to buy almost everything...
 

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1) Oh yes. Oh heck yes. Monsters get tougher faster than heroes do, since they get +1 per level and heroes get about +0.8 per level. Though monster damage is (thankfully) fairly tame, meaning that they're most likely to one-shot a PC at levels 1 and 2; afterwards, PCs have too much hp to be dropped in a single hit (though there are other dangers).

2) Not very many. I'm unable to recall specific ones at the moment. Hopefully someone can step in with that information.

3) They have to purchase rituals, pay for their use, and pick up assorted potions, stays at inns, and whatever else they need to keep their characters alive and functional.
Also, excepting general equipment, prices for items climb fast. Split amongst the party, not it's not a lot of money.
One of the reasons so much money is given is so that characters can purchase one or two low-level items to supplement their basic supply of weapon / armor / neck slot / one other provided by the DM and treasure parcels.


Give it a couple of sessions and see what you think then.

Good luck.
 

Yeah, the Needlefang Drake Swarm is WAY overpowered. That's the most infamous one. In general the monsters are pretty well balanced to the level they appear at and if you follow the guidelines in the DMG for building encounters you shouldn't have too many problems. The more likely way you end up overpowering the PCs is just by using a very synergistic set of monsters in a tactical situation that disadvantages the party. If you're building all your adventures from scratch right from the start I'd just advise making 2-3 weak encounters to start off with. The players will need a couple combats to figure out the rules anyway.

Oh, and Kobolds are really worthless, you can throw level+5 worth of those babies at the party right from day one! (Just kidding, actually Kobolds are kind of hard to deal with, though not really overpowered, lol). Running the "Kobold Hall" adventure in the back of the DMG and/or Keep on the Shadowfell probably isn't a bad idea to start off. KotS has a few TOUGH encounters, but most parties manage to survive them.
 


1) According to treasure parcels, the characters gain magical items as they progres. My question is: are monsters getting tougher to reflect this? Or do they need some kind of boost to remain challenging?
Monsters do get tougher to reflect magic item use by PC's. It is assumed that PC's get about one level+1 to level+5 item of their choice (or similarly appropriate) to keep up with monsters. I suggest you start at a low level, however; balance is best there. It's important to note that selling items is very inefficient in the base rules, so whatever the PC's find is generally what they'll need to use - they don't find enough money to equip themselves. If you just want basically balanced gameplay, the "big three" items (a magic weapon or implement, a set of magic armor, and a magic amulet of protection or other neck slot item) are the three items you should in any case ensure to include enough of. The rest is gravy.

(I personally don't like the idea of needing to tailor items to match the PC's, and would rather let them figure that out by buying and selling stuff - if you want to try that, I've got a house rule in my sig that enables randomized loot without having a big impact on balance).

2) Are there any overpowered monsters? I mean if there are some monsters too powerfull on their level (like level 2 something being able to kill level 5 character without much effort). I don't want to ruin the fun by killing the entire party during their first adventure (or even encounter).
There are quite a few overpowered monsters, and there are also quite a few monsters that don't deal enough damage (in the printed version of the books). There have been many errata:

Dungeons & Dragons Roleplaying Game Official Home Page - Article (Official D&D Updates)

In particular, quite a few monster manual 1 brutes were errata'd to do more damage. Even post errata, there are a few monsters that are a bit over the top unfortunately, so some common sense and on-the-fly-flexibility can't harm. My philosophy on this is that if I intended or even described (post monster-knowledge check) a monster as a surmountable challenge, then it's a bigger cheat to turn that into a lie than it is to keep to abilities that cause problems. Wraiths are nasty, and I've heard harsh things about

But I don't want to exaggerate; overall, monster balance is much more predictable than in 3e or 3.5, for instance.

3) The monetary treasures - isn't that too much? I looks to me like they will have almost unlimited supply of money meaning they will be able to buy almost everything...
No; over the course of 5 levels the price of level equivalent item rises by a factor 5 (!). This exponential increase means that the money they saved several levels ago quickly becomes spare change compared to the current cost of an item. By the by, I've seen some people misread the treasure section; the total monetary treasure value is intended to be in addition to the found magic items, not to be a sum total value of items+gold.

Incidentally, 4e is pretty robust to a bit of an item imbalance, so don't sweat it too much. If your party has half the wealth they should have, or twice as much, it won't have any major impact. I doubt you'd even much notice ;-).
 


Yeah, the Needlefang Drake Swarm is WAY overpowered.
UpdateNov2009.pdf said:
Needlefang Drake Swarm
Page 90: In the swarm of teeth power, replace “1d10 +
4” with “1d6 + 2” and “2d10 + 4” with “2d6 + 2.” In
the pull down power, add “1/round” after “minor” and
replace “+7 vs. Fortitude” with “+3 vs. Fortitude.” This
change adjusts the power level of the creatures.
They fixed that ;-). At least, they tried, haven't used the errata'd version yet! Wraiths haven't been fixed yet, though.
 

They fixed that ;-). At least, they tried, haven't used the errata'd version yet! Wraiths haven't been fixed yet, though.

Yeah, they did nerf the Needlswarm down a good bit. I don't know if it is actually balanced now or not either. I suspect at best it is still a tough customer (all swarms are it seems). I'd advise starting DMs to probably avoid swarms at first, at least until they've run a number of encounters and get a feel for things.

Oddly I didn't really have problems with wraiths. They have weak defenses, do fairly limited damage, and don't have any particularly strong powers. If it comes to the point where they're using Spawn Wraith then the party is already in sheep dip and probably going down anyhow.

Basically as long as you have a cleric in the party wraiths are only mediocre monsters. If you have a party full of melee strikers then you could be in trouble.
 

Oddly I didn't really have problems with wraiths. They have weak defenses, do fairly limited damage, and don't have any particularly strong powers. If it comes to the point where they're using Spawn Wraith then the party is already in sheep dip and probably going down anyhow.

Wraith nastiness is due to the combo of insubstantial+weaken+regen which effectively gives them regen 10-20 (and of course much more hit points). They've not much fewer hit points than a normal lurker of that level, so that combo gives em easily twice as much hit points as they should have to start off with - and that's before the regen. If you have an encounter with many wraiths, that's nasty; few aren't really a problem since the regen really works best if they can't be taken down fast. Since they're phasing and have an encounter multi-shift they're hard tactically to pin down. And, of course, they're written to be used with Mad Wraiths, which is what I kind of assumed - the dazing aura and the pseudo-dominate attack work very very well with wraiths, since wraiths do extra damage with CA (from daze) and since the mass-daze means that getting tactical advantages to work is pretty much hopeless. And when the pseudo-dominate attack forces a PC to move and attack an ally, he'll probably provoke a bunch of OA's (with CA) adding to all around nastiness. 2-3 mad wraiths and 5-6 wraiths are much more difficult than their XP suggests. Compare, for instance, to Lizardfolk (an easy comparison since they too have a level 5 lurker and a level 6 controller to make a similar encounter mix).

As a player, I had an encounter with em; it started of with an avenger critting his high-damage anti-undead power, and the party had two paladins with their handy radiant damage challenge (and lots of healing+high will), warlock with dire radiance, and in general not an underpowered party, and it wasn't even close. The DM forgot the regen(!), constantly violated the radiant-damage dealing marks, and the PC's rolled excellently and even then the combat would have been a resounding TPK (barring the DM's "whoops" intervention). I did get the impression that in particular wraiths get nasty when supported by several mad wraiths; that makes suppressing the aura almost impossible; everyone was dazed almost the entire encounter and every damage dealer was weakened almost all the time too.

What was the encounter composistion like that you didn't experience this trouble?
 

Wraith nastiness is due to the combo of insubstantial+weaken+regen which effectively gives them regen 10-20 (and of course much more hit points). They've not much fewer hit points than a normal lurker of that level, so that combo gives em easily twice as much hit points as they should have to start off with - and that's before the regen. If you have an encounter with many wraiths, that's nasty; few aren't really a problem since the regen really works best if they can't be taken down fast. Since they're phasing and have an encounter multi-shift they're hard tactically to pin down. And, of course, they're written to be used with Mad Wraiths, which is what I kind of assumed - the dazing aura and the pseudo-dominate attack work very very well with wraiths, since wraiths do extra damage with CA (from daze) and since the mass-daze means that getting tactical advantages to work is pretty much hopeless. And when the pseudo-dominate attack forces a PC to move and attack an ally, he'll probably provoke a bunch of OA's (with CA) adding to all around nastiness. 2-3 mad wraiths and 5-6 wraiths are much more difficult than their XP suggests. Compare, for instance, to Lizardfolk (an easy comparison since they too have a level 5 lurker and a level 6 controller to make a similar encounter mix).

As a player, I had an encounter with em; it started of with an avenger critting his high-damage anti-undead power, and the party had two paladins with their handy radiant damage challenge (and lots of healing+high will), warlock with dire radiance, and in general not an underpowered party, and it wasn't even close. The DM forgot the regen(!), constantly violated the radiant-damage dealing marks, and the PC's rolled excellently and even then the combat would have been a resounding TPK (barring the DM's "whoops" intervention). I did get the impression that in particular wraiths get nasty when supported by several mad wraiths; that makes suppressing the aura almost impossible; everyone was dazed almost the entire encounter and every damage dealer was weakened almost all the time too.

What was the encounter composistion like that you didn't experience this trouble?

It was a while back. As I recall it was 3 Wraiths, a couple Blazing Skeletons, a Boneshard Skeleton, some regular skeletons, and a few Decrepit Skeletons. It was a pretty tough encounter vs 5 level 4 PCs but the STR cleric got to go first oddly enough. So the wraiths ended up spending a couple turns immobilized while the starlock burned them down pretty well. One wraith became quite annoying phasing in and out of the room and that was about it. They do take a while to kill and I guess I can see an encounter with many wraiths and mad wraiths being nasty though a clever party that isn't pressed for time should be able to work around it. That's the thing with mindless undead, just focus fire on a couple of them and if things aren't going as you want once those are down then pull back and regroup. Its not like the undead are going to adapt to your tactics or set up better defenses. I suspect this is why wraiths are as they are, they stand up well against those tactics. A party that insists on duking it out toe-to-toe with mindless undead until one side or the other drops, they need to learn better tactics.
 

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