D&D 4E Taking the 4e Plunge; Helpful hints?

Third, use the advice from the 4e DMG Encounter Building section; it actually has lots of great advice I've seen new DMs ignore, such as not overwhelming yourself with too many monster types in a single encounter.

True; I find no more than 3 different Standard monster types is ideal. Elites may count double; Solos certainly count treble - my best experiences with Solos are when they really do fight the PCs solo, letting me really focus on using all their powers, auras etc properly. You can always add a bunch of simple minions to your 3/2/1 group for more threat & flavour.
 

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One bit of general DMing advice: read the rules. You don't need to memorise all the powers, monster stats, feats and such - there are too many to succeed at that anyway! - but it's well worth getting to know the basics of the action economy, conditions, definitions (like the sections on "how to read a power") and so on. The rules are generally clear and pretty unambiguous, and once you know them reading something like a power description and seeing how it's supposed to work should be easy and stress free.

For "Skill Challenges" (or whatever name suits you), read some of the on-line discussion threads, as Quickleaf said. They can work really well, but they're not an easy beast to master.

Good luck!
 


Using some form of power cards will definitely help keep things clean and flowing at the table. I recommend Magic Set Editor with the "Ander" template, though you will have to add many of the newer things manually. I use these for most of the players in my group, and it really helps.

As has been mentioned, the key to keeping things running smoothly is option overload at the player level. Essentials classes help with this a fair bit, but there is no replacement for a player reading through their class and getting to know how it and their powers work in play.

Here is something that goes for both you and your players: don't sweat the tactical element too much. One thing I've noticed can really grind a game to a standstill is either player or DM worrying over making the "correct" tactical moves. Don't worry about it; make mistakes. Your players will, and you will - it's part of the fun. I often have my monsters make tactical errors to see if the players pick up on it, just like I will sometimes ignore it when the players do. It speeds things along, helps it feel more real, and less like a game of chess.

I think this is especially true if anyone is playing a character whose class features depend on exploiting enemy weaknesses and blunders (i.e. a Fighter). This is one of the ways in which playing that type of character feels good to play.
 

My sympathies are with you and your family.


Congrats on your three-day ban!

Edition Warring, Threadcrapping, and not the first or the second or the third time this week we've had to chase down one of your posts. Take a few days and gain some perspective, then maybe come back and treat the posters here like peers without being a jerk.
 
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I'm thinking Power Cards, Alea Tool markers, battle maps and miniatures (all of which I have) for the physical components.

What advice/tips would you give a dude with my GMing background who's *played* 4e exactly 2 times (and those were not successful due to a tool of a DM)?

* DDI is great.
* Focus on the later monsters and classes (especially the monsters) that tend to have tighter math.
* Alea Tools are lovely but expensive. If you don't already have them pipe cleaners or milk jug/cola rings work nicely.
* Start with the inherent bonus optional rules from the DMG2 (there's an option in the Character Builder for this) that helps skirt some of the magic item issues.
* Combats can run a little long, so make sure they count. It's handy to have a combat out.
* Treat skill challenges as very freeform, and don't worry about the rules. Have them tell you what they're doing narratively before you ask for a skill check.
* Page 42 is your friend (although the chart has been update, so use the one from the Essentials DM Kit or the Rules Compendium). Encourage players to stunt and do improvisational things.
 



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