New to 4e; starting a group, need help

8 posts / 0 new
Last post
Hi,

As a DM, I have written a long campaign for my group. The overall story is there; now I need to know how to make specific challenges to the group, other than simple encounters. What I need could be something like "goblins are afraid of fire", but for the players. I want to have distinct challenges for all characters. Maybe a class is particularly interesting in certain situations; that's the kind of experience I am hoping to find in here.

my group consist of 4-5 people, and they've chosen their characters. I was thinking that experienced DMs could help me find interesting challenges for each class.

The group consist of
1 avenger
1 bard
1 ranger
1 rogue
1 defender-type class

(not very balanced, I know; but that's how they want to play.)

So any specifics are welcome. I know the "question" is very broad, but I hope someone's going to have a go at maybe one of the classes.
Maybe situations you've put your own characters through that went particularly well.


It's actually a somewhat balanced group...  But since it's missing a full time controller, a mass of minions, and swarms are what they'd be afraid of.

It's also hard to tell if they are melee or ranged (bard's, ranger's and rogues can go either way), but a few flying creatures could be neigh invulerable to them.

They also may be missing strong Int skills, so history and arcana checks ahoy.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Hmm. Depending on power selection, the bard and rogue could make up for the lack of a controller, but if not then yeah, what mellored said. And really, even then it's still going to tax them.

More info is required, please. Ranged sneak rogues play differently than acrobat (dex/cha melee) rogues or brute rogues (dex/str melee) and bards vary just as widely, if not moreso.

Ranger, too, actually. I forget cuz i don't play them.

Also, is it a full defender, or a defender-like character?

Are you using themes?
Skeptical_Clown wrote:
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
104340961 wrote:
Pine trees didn't unanimously decide one day that leaves were gauche.
http://community.wizards.com/doctorbadwolf/blog/2012/01/10/how_we_can_help_make_dndnext_awesome
Doesn't this thread belong in "What's a DM to Do?"

I don't see any rules questions here... 
I'll keep posting until someone moves it for me

What are "themes"? Never heard of them, are they 4e specific?

I will give you more information about PCs, so hopefully you can heko me more.

Thanks!
Themes originated in the 4e Dark Sun Campaign Setting, but there have been plenty of others in later books, or in Dragon. They are a third aspect to a character, alongside Race and Class. Mechanically, they tend to give an encounter power for free, and (in post-Dark Sun themes) a couple of small benefits at levels 5 and 10, plus the opportunity to take 'theme powers' when levelling, instead of your class powers (or racial, or skill powers).

I'd suggest taking a look at Dragon 399. It contains the rules for using themes, and quite a few themes to get you started. 
Themes originated in the 4e Dark Sun Campaign Setting, but there have been plenty of others in later books, or in Dragon. They are a third aspect to a character, alongside Race and Class. Mechanically, they tend to give an encounter power for free, and (in post-Dark Sun themes) a couple of small benefits at levels 5 and 10, plus the opportunity to take 'theme powers' when levelling, instead of your class powers (or racial, or skill powers).

I'd suggest taking a look at Dragon 399. It contains the rules for using themes, and quite a few themes to get you started. 



Thank you. Still not getting the concept of themes, so I will look at that magazine. Are there any "real" rulebooks it's in? You mention the Sun-books; would that series contain info on themes?


Heroes of the Feywild and Dark Sun Campaign Setting will have Theme rules.

They're something akin to a Paragon Path, but for Heroic tier.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Sign In to post comments