Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Tips for a new 4E DM
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Randomthoughts" data-source="post: 5702661" data-attributes="member: 6681248"><p>That's my background as well. After amassing a collection of 2e material (and later selling the whole set), I drifted away from D&D only to come back more than a year ago to run a 4e Dark Sun campaign.</p><p> </p><p>Anyway, a lot of good advice here. Let me underscore a few things:</p><ul> <li data-xf-list-type="ul"><strong>Condition Tracking:</strong> Quickleaf is spot on about this. Whether you use rings, tokens, magnetic bases, a computer or whatnot, you definitely need a system. The complexity is not only based on the number of conditions but also when they expire (e.g., end of PC's turn, end of monster's turn, save ends, etc.). Fortunately, there are a few that you should become familiar with - like bloodied. And read the adventure before hand to get a sense of what conditions monsters and PCs will use. I tell the players to track the conditions they impose (like debuffs) to make it easier for me. If you make your own adventures, feel free to modify creature powers to make it easier to handle (like I tend to avoid save end conditions except for powerful monsters).</li> <li data-xf-list-type="ul"><strong>Skill Challenges:</strong> Take a look at Rules Compendium pages 157-163 on a pretty good (and updated) description on SC. If you get the DMG2, I'd read pages 78-101 as well. In many ways, SC mirrors what veteran DMs have done for some time...but with structure. But it can also be run in a mind-numbing way - treating it as a series of dice rolls that players will just wan to get it over with. Don't fall into that trap.</li> <li data-xf-list-type="ul"><strong>Monster Powers:</strong> Encounter design is pretty easy (as stated) but running a GREAT encounter takes a lot more. I read the monster stat blocks (duh) and try to understand what each power does. For prepared adventures, I like reading any "monster tactics" section. There tends not to be many powers, but even one power can give that monster its "schtick". Most monsters have something unique, whether based on its role (brute, lurker, etc.) or type (orcs, kobolds, etc.).</li> <li data-xf-list-type="ul"><strong>Combat Length and Pacing:</strong> This has been mentioned before, but I'd double the amount of time you think your first few combats will last. Players (unless they really prepare) will take time thinking about what their powers could do and how their roles interact. Even then, I'd prompt them to make (relatively) quick decisions - which works if you don't demand perfect tactics in order to win.</li> </ul><p>Hope you enjoy 4e. I certainly have!</p></blockquote><p></p>
[QUOTE="Randomthoughts, post: 5702661, member: 6681248"] That's my background as well. After amassing a collection of 2e material (and later selling the whole set), I drifted away from D&D only to come back more than a year ago to run a 4e Dark Sun campaign. Anyway, a lot of good advice here. Let me underscore a few things: [LIST] [*][B]Condition Tracking:[/B] Quickleaf is spot on about this. Whether you use rings, tokens, magnetic bases, a computer or whatnot, you definitely need a system. The complexity is not only based on the number of conditions but also when they expire (e.g., end of PC's turn, end of monster's turn, save ends, etc.). Fortunately, there are a few that you should become familiar with - like bloodied. And read the adventure before hand to get a sense of what conditions monsters and PCs will use. I tell the players to track the conditions they impose (like debuffs) to make it easier for me. If you make your own adventures, feel free to modify creature powers to make it easier to handle (like I tend to avoid save end conditions except for powerful monsters). [*][B]Skill Challenges:[/B] Take a look at Rules Compendium pages 157-163 on a pretty good (and updated) description on SC. If you get the DMG2, I'd read pages 78-101 as well. In many ways, SC mirrors what veteran DMs have done for some time...but with structure. But it can also be run in a mind-numbing way - treating it as a series of dice rolls that players will just wan to get it over with. Don't fall into that trap. [*][B]Monster Powers:[/B] Encounter design is pretty easy (as stated) but running a GREAT encounter takes a lot more. I read the monster stat blocks (duh) and try to understand what each power does. For prepared adventures, I like reading any "monster tactics" section. There tends not to be many powers, but even one power can give that monster its "schtick". Most monsters have something unique, whether based on its role (brute, lurker, etc.) or type (orcs, kobolds, etc.). [*][B]Combat Length and Pacing:[/B] This has been mentioned before, but I'd double the amount of time you think your first few combats will last. Players (unless they really prepare) will take time thinking about what their powers could do and how their roles interact. Even then, I'd prompt them to make (relatively) quick decisions - which works if you don't demand perfect tactics in order to win. [/LIST]Hope you enjoy 4e. I certainly have! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Tips for a new 4E DM
Top