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<blockquote data-quote="SkullThrone" data-source="post: 5341729" data-attributes="member: 96083"><p>I use Monster stat block cards for initiative tracking, which works great for prep, because after DM'ing 4e for over 2 years I've a stack of cards about 6 inches high, but I can typically not bother with the stat block in the modules, even better when I'm making my own encounters.</p><p></p><p>4e has also come a long way in the encounter creation area, typically for a good set of players and a balanced party enounters should be level+1 or level+2 to be challenging (not every battle should be this way). </p><p></p><p> I also find it better to utilize terrain and play toward the weaknesses of the party, as you get more bang for their buck...when the Paladin has a 28 AC, go for the auto-hit on his Reflex rather than putting the expensive creature out there that has a +16 vs AC, a lower level +8 vs Reflex will likely have the same effect.</p><p></p><p>For prep I think 4e encounter guidelines in the DMG and DMG2 are good (but each party may be slightly different). What I do try to do is have at least one combative skill challenge in a battle, something that non-combative people can spend their standard actions on during a fight rather than continually missing or hitting for trivial damage. This gives them a better sense that they "helped out" (or "failed miserably").</p><p></p><p>I do try to make sure each character will "Shine" once a night by setting something up for their character...if they miss it and it's reusable, then I just save it for next time.</p><p></p><p>I spend more time prepping the story than I do encounters, and planning one or two adventures ahead, at least NPC names and hook delivery, so the story takes on a more seamless feel. Some player would rather have the dis-jointed "Start-End" first adventure, before beginning 2nd. I've found it my players like multiple plots running (linked to their backgrounds if you have time) to provide a more seamless feel.</p><p></p><p>Lastly I look at consequences of doing or not doing things on the adventure. A lot of modules have encounters just to pit the party against the 4-5 encounter delve template. In these cases I make sure the party has a fair reward for the optional encounter, or appropriate consequence for not doing something critical.</p><p></p><p>This may seem like a lot for new DMs, but honestly reading the current module as a story does most of this. having a few modules read (possibly with notes) can do wonders with the linking of things, and having players on an offline email chain really helps with direction of the campaign as far as how they want to go.</p></blockquote><p></p>
[QUOTE="SkullThrone, post: 5341729, member: 96083"] I use Monster stat block cards for initiative tracking, which works great for prep, because after DM'ing 4e for over 2 years I've a stack of cards about 6 inches high, but I can typically not bother with the stat block in the modules, even better when I'm making my own encounters. 4e has also come a long way in the encounter creation area, typically for a good set of players and a balanced party enounters should be level+1 or level+2 to be challenging (not every battle should be this way). I also find it better to utilize terrain and play toward the weaknesses of the party, as you get more bang for their buck...when the Paladin has a 28 AC, go for the auto-hit on his Reflex rather than putting the expensive creature out there that has a +16 vs AC, a lower level +8 vs Reflex will likely have the same effect. For prep I think 4e encounter guidelines in the DMG and DMG2 are good (but each party may be slightly different). What I do try to do is have at least one combative skill challenge in a battle, something that non-combative people can spend their standard actions on during a fight rather than continually missing or hitting for trivial damage. This gives them a better sense that they "helped out" (or "failed miserably"). I do try to make sure each character will "Shine" once a night by setting something up for their character...if they miss it and it's reusable, then I just save it for next time. I spend more time prepping the story than I do encounters, and planning one or two adventures ahead, at least NPC names and hook delivery, so the story takes on a more seamless feel. Some player would rather have the dis-jointed "Start-End" first adventure, before beginning 2nd. I've found it my players like multiple plots running (linked to their backgrounds if you have time) to provide a more seamless feel. Lastly I look at consequences of doing or not doing things on the adventure. A lot of modules have encounters just to pit the party against the 4-5 encounter delve template. In these cases I make sure the party has a fair reward for the optional encounter, or appropriate consequence for not doing something critical. This may seem like a lot for new DMs, but honestly reading the current module as a story does most of this. having a few modules read (possibly with notes) can do wonders with the linking of things, and having players on an offline email chain really helps with direction of the campaign as far as how they want to go. [/QUOTE]
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