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Tips for a fledgling DM?
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<blockquote data-quote="Vartan" data-source="post: 5292113" data-attributes="member: 26155"><p>On a related note: know your monsters. When you read through the adventures try to think about what they will do and how you can use them to make the encounter more interesting. Coming out of 2E and 3E, where monsters pretty much made attacks or (if they were complicated) cast spells I didn't think that I really nedded to know much about my monsters before a battle began. As a result, even my well-designed combat encounters were boring. </p><p></p><p>Don't take your foot off the accelerator: drive those beasties like you're on the Autobahn and you'll provide the right level of challenge for your players. You can always hit the brakes if it looks like you'll butcher the party before they have a chance to get into the adventure, but if you don't come out strong at the beginning of the battle then the PCs will lock your monsters down and the battle will turn into a grind. Most 4E bad guys don't last for too many turns, so try to get as much out of them as you can in a short amount of time.</p></blockquote><p></p>
[QUOTE="Vartan, post: 5292113, member: 26155"] On a related note: know your monsters. When you read through the adventures try to think about what they will do and how you can use them to make the encounter more interesting. Coming out of 2E and 3E, where monsters pretty much made attacks or (if they were complicated) cast spells I didn't think that I really nedded to know much about my monsters before a battle began. As a result, even my well-designed combat encounters were boring. Don't take your foot off the accelerator: drive those beasties like you're on the Autobahn and you'll provide the right level of challenge for your players. You can always hit the brakes if it looks like you'll butcher the party before they have a chance to get into the adventure, but if you don't come out strong at the beginning of the battle then the PCs will lock your monsters down and the battle will turn into a grind. Most 4E bad guys don't last for too many turns, so try to get as much out of them as you can in a short amount of time. [/QUOTE]
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