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homullus
Mar 27, 2009

Elmo Oxygen posted:

Since it comes up so often and isn't likely to change any time soon - Recommended pre-made adventures

Level 1 - The Slaying Stone (Standalone)
Level 2-4 - The Reavers of Harkenwold (DM's Kit)
Level 4-5 - The Cairn of the Winter King (Monster Vault)
Level 6-8 - The Madness at Gardmore Abbey (Box Set)
Paragon Tier - Revenge of the Giants (Standalone)

All of these except for Revenge of the Giants have MM3 stat blocks and monster math.

It's important to note that The Slaying Stone and The Cairn of the Winter King can easily be short-circuited by players through no great cleverness on their parts. It is possible to "solve" each adventure abruptly with no great effort. Yes, the DM can fudge things to fill them out.

I also liked Seekers of the Ashen Crown (which follows naturally from the adventure in the Eberron Campaign Guide) quite a bit, except one of the dungeons is (very evidently) long just for the sake of giving 10 encounters for a level up.

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homullus
Mar 27, 2009

socialsecurity posted:

Notecards, either write it down on a notecard and just hand it to them or use the character builder to print out sheets of items it's the easiest way.

If you have DDI, you can also print cropped screenshots of Compendium entries, if you don't want to (or need to) print out new character sheets in whole or in part. I have opened all the coming adventures' items in new tabs (you can right-click compendium entries) and paste the cropped screen shots into one document, which I could then cut up and hand out. You could also add all the session's items to a dummy character, and print out & cut up the item pages so they have something to refer to until they add it to their own character sheets. I would hate writing the stuff out, but they really do need something to refer to during the session they get it.

homullus
Mar 27, 2009

fatherdog posted:

The first time one of the characters in our group makes an attack against a given defense for a monster, the actual number for that defense goes up on our turn tracker. We're using a custom one, though; dunno if Masterplan has that functionality.

... this is a great idea. Our GM is using that Popcorn Initiative thing, so we could just as easily write it on the index cards for monster type.

homullus
Mar 27, 2009

InsomniacTurtle posted:

With drawing dungeons, do I draw the entire thing out at once, or is it a room by room kind of things?

If you have a large enough mat or a small enough dungeon, drawing the whole thing and then covering the parts they haven't been to yet saves a lot of time at the table.

homullus
Mar 27, 2009

Klungar posted:

There is a reason why MM3 math replaced MM1 math. Creatures with lots of HP that do small amounts of damage do not make for interesting encounters, they make for boring slogs. Please do not use pre-MM3 monsters without converting their stats.

I think this overstates the case. Many of them are fine right out of the box (solos and soldiers being the main problem children).

homullus
Mar 27, 2009

dwarf74 posted:

So Holy poo poo, guys. I ran my players through the first part of the first Zeitgeist adventure last night. loving amazing. One of those sessions that makes me thrilled to be a DM.

After all the nice things you've said about it, I went and looked at it and picked it up, since it was not that expensive. Could you say more about what you like so much? Because my ultra-cursory read of it is that it's really meant for players who will actually read the "players should read this" sections and enjoy getting newspaper clipping handouts and such. Those things are exciting to me, but it definitely requires a certain level of investment.

homullus
Mar 27, 2009

P.d0t posted:

My groups give bonus noncombat feats (or limited to skill training) at either 5/9/15.. or 4/8/14..

Me experience is it can get a little nutty I'd you have a stealth-focused party and 4/5 party members have skill focus in it. That might have more to do with me always homebrewing monsters and not liking having to come up with Perception scores or playing the stealth mini-game.

I've used "odd feats at odd levels" for years now and really think it makes a difference. I also allow corner-case stuff that's technically combat-oriented, like mounted combat feats, because the knight can't usually take his pony into the dungeon.

homullus
Mar 27, 2009

Dr Cheeto posted:

I haven't fleshed out the characters at all outside of giving them alignments and deities. I don't know if I'm making characters that are too complex, or if I should be using the Essentials versions of fighter/cleric/wizard/rouge instead. Should I retool the wizard and rogue to be more generalists rather than the specialists that they are (illusionist and super sneaky hand crossbow user, respectively)?

Play once and talk to them after. They may want to switch characters or have them re-done as the other things you've mentioned, or not, but you won't know until they've taken them out for a spin.

homullus
Mar 27, 2009

P.d0t posted:

Get a shittier d20.

Or let the players use that one, too.

Dangit, top of page. Feel free to retcon any fights that go disastrously wrong, either because you screwed up or the dice were horrible. In The Slaying Stone, you could always have them wake up inside the tower, having been rescued by the lady they were going to meet after the wolves. Once they're in the town, you could also have them wake up not dead, surrounded by the corpses of whatever was kicking their asses. Later, they may find out who saved them (maybe the dragon, maybe a friendly kobold, who knows).

homullus fucked around with this message at 17:19 on Mar 9, 2014

homullus
Mar 27, 2009

Elmo Oxygen posted:

Hybrids are usually traps for everything except the lazylord, which makes almost every hybrid combination better with minimal effort.

Hybrids are indeed almost always traps -- I would hypothesize that 90% plus are weaker than either of their parent classes. They are not unplayably crippled, but they will be outshined by even normal-person-optimized pure classes, and will look pretty sad indeed compared to Cobrai Kai char-op.

homullus
Mar 27, 2009

rkajdi posted:

Trying to start making a list of races between "normal" and "weird/sci-fi" for D&D 4. Some basic background:

Campaign world being played in is effectively a Dyson Sphere, with the whole "Hollow World" (backwards ancient fantasy) style setting on the inside, and a bit more "science fantasy" stuff on the outside. Though originally separated and unaware of each other, a giant gaping hole is created that allows the two sides to interact. I'm trying to determine where the various PC races should fall between the two sides. So far, what I've come up with is this:

Both
Humans
Eladrin

Hollow World
Dwraves
Elves
Halfings
Half-Orcs
Minotaur
Half-Elves
Dragonborn
Gnomes


Outer World
Warforged
Tieflings
Deva
Bladelings
Changleings
Genasi
Githzerai
Shardmind
Shifter
Thri-kreen
Wilden

Can you think of any major races I missed (except Drow, I dropped the whole conventional underdark thing like a cliched bad habit) or any minor races that would just fit too well into this paradigm?

You probably thought of this, but you could also just use the more recent Gamma World mutations for your sci-fi world. It's roughly compatible with -- if a little deadly for -- 4e.

homullus
Mar 27, 2009

rkajdi posted:

Don't have access to Gamma World, so I didn't even think of it. Also, that stuff seems pretty random-- do you think they'd fit as PC races in D&D mechanically? Right now, it's totally cool in that all the PCs are "Hollow World" races and have been playing on the inside, so I'm not stepping on anyone's toes saying all these random races they haven't encountered are actually not part of their local area.

They do fit mechanically as combinations, but not individually as races. In Gamma World, your character is (usually) a combination of two of those mutations, inheriting at-will and encounter powers of each piece. There are no dailies, and the powers are a bit stronger to compensate. So you wouldn't choose "Swarm" as a race and then make NPCs from that, you'd choose "Swarm" and "Rat" to make an individual or a whole species of sentient rat swarms that walk around as a whole entity. The "Rat Swarm" individual/species then has mechanical characteristics that are compatible with 4e, and you would add whatever other flavor you desired.

I am not secretly telling you that your idea is bad to make githzerai (for example) the spacemans, they are the spacemans of 4e anyway with all the Astral Sea stuff. Gamma World just has some of the conversion to sci-fi already done for you, with different damage keywords and a slightly different "feel" to the system. It could be interesting for the damage types alone, because suddenly people do damage types to which the other world has ZERO resistance.

homullus
Mar 27, 2009

My favorite 4e adventure is Seekers of the Ashen Crown. With the exception of its two actual dungeons overstaying their welcome a bit (each basically being the recommended 10 encounters for a level; skip a few boring ones and they're fine), it's a fun story with several points at which they can go do their own thing. You start at level 2, and it takes them halfway through level 5, if I recall. If you run the adventure at the back of the Eberron Campaign Guide as the intro, you can do 1-5.

homullus
Mar 27, 2009

crime fighting hog posted:

I'm hoping to kick off a shiny new campaign in the next month or so, and am so excited! Our 3 year, level 1-30 Age of Worms 4e run was so much goddamn fun, I'm hyped to run another game, this time with blatant ripoffs!

But one problem we had (probably because I'm a poo poo DM) is combat definitely got very laggy sometimes. One encounter lasting nearly the whole session and so on. I fixed this somewhat in the last half of the campaign by halving monster HP but quadrupling the damage they did (and doing away with most stun: save ends effects because gently caress that).

But I'm in the market for more house rules. The escalation die sounds like something fun for both PCs and monsters, but what else should I look into?

My party at this moment looks like a Bard, Monk, Sorcerer, Warden and Rogue. We're going to do a few 'intro' sessions for a couple players who have never played DND before (one who has never played a TRPG before!) and then jump to level 12 so they can act like big drat heroes.

Popcorn Initiative, or WFRP3e/EotE initiative where there are just initiative "slots" (all the players roll and a player will go on each of the initiative counts they roll, but it might not be the roller who goes on that one each turn; do the same for the monsters). Dunno if you have much problem with people not thinking about their turns in advance, but knowing they might have another turn coming up sooner than they thought encourages planning ("I should go next, because..."),

homullus
Mar 27, 2009

AXE COP posted:

The only trick I can think of for expanding reach permanently on any weapon is the Arena Fighter/Staff Expertise combo. But then you'd have to hybrid Fighter.

On top of permanent ones, there are also powers in other classes that extend the reach of melee attacks. Fighters have Lunging Strike and Full Extension. The Misshapen theme has Altered Extremity. You get the idea.

homullus
Mar 27, 2009

We're doing Scales of War right now, and our DM is taking liberties with it (altering or outright cutting encounters he thinks are boring or stupid), and I haven't peeked at it, so I don't know whether this is in the original, but we just finished off fighting gnolls for a while, trying to summon/create an exarch of Yeenoghu. What I never noticed -- and I've been playing this game since AD&D -- is that "Yeenoghu" sounds like "You Know Who" when you say it out loud.

I hope this story improves the encounters between your party and the devil-worshiping gnoll followers of You Know Who.

homullus
Mar 27, 2009

Majuju posted:

Can anyone make a good case against just using inherent bonuses and turning the magic item allotment into a strict wondrous item allotment instead? I feel like this will help me on my continuing quest to curb 4E PC power levels.

If any of your PCs are running Essentials classes, they will get bored with them faster if they never get items with fun encounter or daily powers.

Aside from that, there is no case against inherent bonuses.

homullus
Mar 27, 2009

Majuju posted:

Yeah I guess my counter against this is that wondrous items and rituals and problem-solving are more fun, but since 4E is a fundamentally combat-centric system it also feels like removing a key aspect of the game by not allowing weird item/feat synergies.

I don't think you even need to let them have synergies, so much as things out of the ordinary -- Essentials classes don't have a lot of in-combat variety. Basically, inherent bonuses + wondrous items + a few daily combat tricks. And really, that's only if they're Essentials.

homullus
Mar 27, 2009

AXE COP posted:

Also related question: Does anyone know how inherent bonuses interact with items that scale off their enhancement bonus or level? Some weapons have things like, say, the Quicksilver Blade's "gain an item bonus to initiative checks equal to the blade's enhancement bonus". Does that scale off the IB?

I don't think it does by default. We ruled that weapons became the next higher level of themselves when the player reached that level, though, to get around both this and the crit dice.

homullus
Mar 27, 2009

Gort posted:

Yeah it is. I don't need a game to fit all my preferences to enjoy running it.

I guess what I mean is that the "tense moments" where characters are low on HP end up so frequent that the current HP of a character doesn't have much to do with whether they're actually in trouble or not - it's their remaining surges and access to ways to spend them that determine that. As a result there isn't much tension in being on 3 HP since even if you go down you can be returned to 25% or more of your total HP in a single action from the party leader.

Being on full HP but with no surges/available healing is actually a far more dangerous scenario.

I feel D&D 4e did this tension one better by allowing you to feel it multiple times within a single combat. Even though I have lots of experience DMing and lots of experience seeing PCs recover, it still feels pretty tense to me when I'm down to single-digit HP, even when a leader still has a * Word left. When the leader doesn't, then I'm looking at Second Wind and omg my turn can't come fast enough, please let that monster not recharge its blast . . .

homullus
Mar 27, 2009

UrbanLabyrinth posted:

Reavers of Harkenwold (the DM kit adventure).

The Eberron adventure Eyes of the Lich Queen.

Eyes of the Lich Queen was 3.5; Seekers of the Ashen Crown was the 4e one (which I do like and recommend, just keep an eye on the length of the dungeons that aren't Ashurta's Tomb).

homullus
Mar 27, 2009

Madmarker posted:

Yeah, Shroud Assassin's are underpowered as poo poo unless you either:

A)Homebrew them, and even then they usually won't be on par
or
B) Use some EXTREMELY legalistic assumptions about shrouds that describe them as seperate damage rolls that are part of the attack invoking them, allowing them to benefit from any vulnerabilites or extra damage one might deal.

From the charop forums- Look Very Carefully: The Shroud Assassin's Handbook

Honestly, I think that even if the authors of feats and powers and classes didn't always fully appreciate/comprehend this kind of legalistic interpretation when they wrote the powers, it's one of 4e's strengths that it CAN be parsed so precisely, and I would also support that interpretation of shrouds.

homullus
Mar 27, 2009

Cerepol posted:

Anyone run Zeitgeist in this thread? Was thinking about running it for my group and was wondering if there is anything I should know off the bat about it. Been reading through the players guide and about to start the Campaign guide. I do also realize it's not done and they are taking their sweet time to finish it

I subscribed to the whole thing, and get an update every couple months, which . . . seems about right, for the level of quality they're producing.

homullus
Mar 27, 2009

Cerepol posted:

Cool I'll probably try the intro see if my group like it then grab a sub.

Those updates, how long ish do they last in terms of sessions? I mean if I start now I'll have a bunch of backlog but I'm kind curious

Forums superstar dwarf74 is the only one I know of actually playing through it right now.

homullus
Mar 27, 2009

Gort posted:

The pre-written campaigns are the usual "Here are ten fights in a row, GO!" poo poo, so write your own. Have your players roll up characters ahead of the game and make cards for their basic powers.

Other than that, go nuts.

Possibly better yet, make up cards for all the backgrounds, so you can just hand people their new set of cards when their characters inevitably die (Gamma World is definitely deadlier than 4e). Houserule that you need to reroll a background that somebody else currently has (because you only made one set of cards).

homullus
Mar 27, 2009

PeterWeller posted:

I don't think that's because character creation isn't quick enough, but instead because people quickly get attached to their zany character concepts.

RIP The Black Pauldron, haunted sentient suit of armor. :smith:


Also holy cow, those cards. I Googled them because I thought I'd missed an official product -- no, they're just really, really well-done.

homullus
Mar 27, 2009

Mendrian posted:

I ran a 3 player castlevania game for years that was quite successful. It featured a Paladin (Defender/Leader), an Avenger (pure Striker) and a Druid (mostly built for Striker, light Control). What I did to ensure I didn't get too many TPKs was:

1.) Even fights. If you want to have more monsters, use lower level monsters (like 2 or more levels lower than the party) or minions. Even then, keep in mind your action economy, which often creates a harder encounter than the numbers would tell you.

2.) Because it was Castlevania, I had a sub-weapon system that basically gave everybody access to Minor-action attacks. There are a bunch of little trinkets out there that let you do stuff with Minors, so consider sprinkling them in to boost the party's action economy.

3.) Potions, particularly if you have no leader. Don't be scared to sprinkle in potions that are 'too good' for the party, either, since without a leader they're going to want to use their own Minors to heal.

4.) Consider encounters that offer advantages to the party under certain circumstances rather than just challenges to overcome. Traps they can activate to defeat monsters, boulders they can push over, power-ups they can collect and so forth. These can help make up for the lack of other players.

5.) Companion characters. They don't need to be complicated - you can have them follow a very simple, transparent script. For instance, if you have an NPC cleric that can attack, turn undead, or heal (1/Encounter), have it a.) retreat if injured, else b.) heal a wounded ally, if able else c.) attack the nearest undead else d.) melee.

Also, consider making Second Wind a minor for non-dwarves, and a free action for dwarves.

homullus
Mar 27, 2009

My Lovely Horse posted:

The second best combat tracker I've used was 4E Turn Tracker. Maybe give that a shot, but yeah it does depend on what your issues were. (Also, when I say second best, I only ever used two, so, y'know, grain of salt.)

Actually speaking of this, I had this idea that I could use Maptools, but on a first glance it seemed extremely hard to set up properly. Any tips for using it, first for 4E and then in a setting where the players are all looking at a second screen hooked up to the laptop?

That'd be the easiest way but for thematic reasons I'd really like there to be a single creature on each side, although I could always reflavour two monsters into one that simply gets two initiative counts. Found some Lv6 elites that should work though.

You would need two computers to run MapTool at the table, unless you were either 1) keeping track of all sorts of things the players weren't supposed to know separately on paper, or 2) didn't care if players could see the GM version of the map.

homullus
Mar 27, 2009

RGCrab posted:

This is incorrect. You can simply run two instances of map tools on a single laptop since it is just a Java program; you have one act as the DM/server and the other connect to your own IP as the player. With two monitors this is easy and it is how I do all my map testing when building encounters in Maptool and testing macros for the MacroPolicebox framework.

The real issue with Maptool is that for a lot of DMs, it is like trying to learn about custom filters for GIMP when all you want to do is draw stick figures. It is a very powerful tool, but you need a practical knowledge of HTML, CSS, and Java to really get the most out of it. I've been using it for years and I still have to occasionally look up something or ask questions on the Maptool forum.

I forgot that some people have non-sucky laptops. This answer is the correct answer.

homullus
Mar 27, 2009

Gort posted:

Doesn't charging every round mean you spread your damage out a lot, which isn't really desirable?

I'm assuming you charge a dude, shift away, charge another dude 'cause the first dude is too close, then shift away etc...

You eat OAs to just charge a different guy, have things to mitigate OAs, and/or have controlling PCs move you and your targets around.

homullus
Mar 27, 2009

axelsoar posted:



How do you speed up fights? My biggest issue with 4e is how long the fights and rounds take, I use the new MM3 math to alleviate some of the problem, but do you guys have any tricks you use that helps at your table?

1. As has been suggested already, end fights early in surrender or fleeing.
2. Consider upping monster damage and lowering monster HP.
3. Avoid using monsters the party can't hit.
4. Use Stun and Dominate sparingly, unless you want the fight to move more quickly toward a TPK
5. Pre-roll a bunch of d20s so the first N rolls are already done.

In more houseruley-territory, there is:


6. Consider using an Escalation Die a la 13th Age.
7. Consider using static damage for more things.
8. Consider making Second Wind a minor for non-dwarves and free for dwarves.

homullus
Mar 27, 2009

axelsoar posted:

Here is another whack at this guy, removing the healing from his moves and replacing crowd favorite entirely.



Yes, being a standard monster is intentional. He is meant to be in a encounter with other gladiators, the party should be level 3 and 4 players strong when they fight him for real. He will be accompanied with an artillery spellcaster, A melee brute and a yet undecided 4th combatant, all of which will be level 3.

I am considering making him an elite and dropping the 4th guy.

His radiant powers will be scarier if you go with the radiant vulnerability aura, though.

homullus
Mar 27, 2009

Gort posted:

I'd sooner just give him nastier damage if that's the intention. Harder to forget that way.

If the goal is only doing more damage, totally. If the goal is doing more damage with a tactical feature the players can try to mitigate with forced movement and/or their own mobility powers, the aura's better.

homullus
Mar 27, 2009

dwarf74 posted:

So the Zeitgeist path has introduced a new kind of monster - the Goon. It rests on the spectrum between Minion and Standard. It's basically a normal monster, but with half the hit points.

I think it's a good idea, but needs more work. I'm specifically worried about damage output, which remains too high at this encounter budget. Any thoughts?

I like Strike!'s two-hit monsters, which are a bit different from P.Dot's. If the first hit is enough to kill them, it obviously does, but if not, the second one does (regardless of the totals). In terms of damage output, I'd still put them in static-damage Minionland.

homullus
Mar 27, 2009

dwarf74 posted:

Yeah, I use 2-hit minions, too, and this is a step up...

I'm leaning towards 2/3 damage, just eyeballing it...

You could also halve their damage when bloodied (or go the other way, doubling it when bloodied).

homullus
Mar 27, 2009

Mordiceius posted:

How common is it to have a character with a high as gently caress passive perception? In my last game, we had a couple characters that were about level 5 with a passive perception of 20 or so.

At that point, their passive perception is higher than required for everything but hard skill checks. How do you work with that?


All the characters will have some skills that are super-high. It's normal. As long as you aren't hiding any content that's fun or needed to advance the plot behind a Perception check, you may not have them roll for much other than detecting really stealthy enemies.

homullus
Mar 27, 2009

A houserule to consider when your campaign is more established is Drama Cards, as long as you're comfortable ceding some narrative control to your players.

homullus
Mar 27, 2009

I wish they'd just forked development instead of doing Essentials -- do a D&D 4.5 that built on what they'd learned called "D&D Encounters" (since encounters are the building block of 4e anyway) and release what became 5e as "D&D Realms" or "D&D Classic" or something. Release adventure paths with stats for both lines, so nobody buys "the wrong product." If you try to please everybody, you end up pleasing nobody.

homullus
Mar 27, 2009

Poison Mushroom posted:

I really, really shouldn't do this...

But I've been considering getting back into 4e DMing, and I could be convinced to run a Skype/Virtual Daivve (or Skype/Roll20) game.

Once people are desperate, you could mandate that participation in the group requires rotating DMing.

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homullus
Mar 27, 2009

My Lovely Horse posted:

The group I DM for doesn't want to switch from 4E at all. Partly it's because it's the only system we can sort-of agree on, partly it's because a good portion of them lead busy lives and are absolutely dead set against learning a new system.

In a cruel twist of fate, I got them started on it, and I'd quite like to play something else every now and again.

"If you want me to keep running this for you, I get to run short-run games every now and again, and I get to pick the system. Learn and play in good faith, and I will happily keep coming back to the game you most want me to run." (or something similar)

People who never GM don't realize how much work it is. Even if you enjoy what comes with the role, it's more effort than a player puts in, and I think that merits special consideration from the group.

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