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So there will be 1 troll on this thread, I can already tell
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<blockquote data-quote="Neonchameleon" data-source="post: 5553232" data-attributes="member: 87792"><p>4e is an absolute <em>joy</em> to DM after 3e. Much much less prep time and everything you need is in front of you or directly on the page in the MM/Monster Vault. It's hard for the PCs to utterly derail things just by flipping to a page in their spellbook.</p><p> </p><p></p><p></p><p>After they've used their breath weapon, at the start of their turn they roll 1d6. If they roll the number listed (or higher) it recharges.</p><p></p><p></p><p></p><p>Similar to 3e other than that fort, ref, and will work like AC, saving throws are on a 10 or higher on d20, and that forced movement (slide 1 = move 1 square in any direction) is common so pushing monsters into their own pit traps is almost routine.</p><p></p><p>But a lot of things have changed. Combat is intended to last an average of about four rounds and not bring a PC down in one hit, so hit points have gone up massively is the biggest obvious one, followed by a PC/NPC divorce. The monster stat blocks contain the information the DM is likely to need for that monster (i.e. the combat stats and skills that go with the monster otherwise) - to get other stats, use the skill challenge DCs and let the PCs roll. Far easier, little flipping between books.</p><p></p><p></p><p></p><p>All in the DMG and just start at L1 I'd suggest.</p><p> </p><p> </p><p></p><p>You don't need the PHB to DM. In 4e PC classes and monsters work differently, so as long as the PCs understand their own classes.</p><p> </p><p>Just be aware that some classes in the PHB (Warlock, Paladin) are weak, and that the fighter has stopped being the big dumb brute and now is the cold eyed warrior who will take advantage of any weakness if you turn your back on him.</p><p></p><p></p><p></p><p>Don't forget the human bandits - or the orcs (who start off as scary). Or the pet Guard Drakes. Or...</p><p></p><p>I'd use <a href="http://www.wizards.com/dnd/files/dungeon/156/156_sow_rivenroar.pdf" target="_blank">Rescue at Rivenroar</a> as the introductory session - more interesting IMO than Keep on the Shadowfell (although the two Needlefang Drake Swarms are overpowered, and the best of it is the front half).</p><p> </p><p></p><p></p><p>Should be <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5553232, member: 87792"] 4e is an absolute [I]joy[/I] to DM after 3e. Much much less prep time and everything you need is in front of you or directly on the page in the MM/Monster Vault. It's hard for the PCs to utterly derail things just by flipping to a page in their spellbook. After they've used their breath weapon, at the start of their turn they roll 1d6. If they roll the number listed (or higher) it recharges. Similar to 3e other than that fort, ref, and will work like AC, saving throws are on a 10 or higher on d20, and that forced movement (slide 1 = move 1 square in any direction) is common so pushing monsters into their own pit traps is almost routine. But a lot of things have changed. Combat is intended to last an average of about four rounds and not bring a PC down in one hit, so hit points have gone up massively is the biggest obvious one, followed by a PC/NPC divorce. The monster stat blocks contain the information the DM is likely to need for that monster (i.e. the combat stats and skills that go with the monster otherwise) - to get other stats, use the skill challenge DCs and let the PCs roll. Far easier, little flipping between books. All in the DMG and just start at L1 I'd suggest. You don't need the PHB to DM. In 4e PC classes and monsters work differently, so as long as the PCs understand their own classes. Just be aware that some classes in the PHB (Warlock, Paladin) are weak, and that the fighter has stopped being the big dumb brute and now is the cold eyed warrior who will take advantage of any weakness if you turn your back on him. Don't forget the human bandits - or the orcs (who start off as scary). Or the pet Guard Drakes. Or... I'd use [url=http://www.wizards.com/dnd/files/dungeon/156/156_sow_rivenroar.pdf]Rescue at Rivenroar[/url] as the introductory session - more interesting IMO than Keep on the Shadowfell (although the two Needlefang Drake Swarms are overpowered, and the best of it is the front half). Should be :) [/QUOTE]
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