I haven't been on this forum for too long, but I've never heard this tip mentioned: Make sure your players are fed.
It may sound like a joke, but I've never played a smooth-running session without snacks at the beginning and a meal at half-time. And no, my group is not a bunch of angry fat people. Once the group starts regular sessions, start a pizza fund. Make it part of the experience.
Another thing I've learned from many failed attempts at getting a D&D group going is that you won't be able to pull everyone you want into the game. My best friend since high school still refuses to play the game. My wife resisted playing for years until she saw the D&D episode of "Community" and got interested. My advice: if you really want to play the game, seek out willing participants.
Both preperation and improvisation are important for the DM because both are needed for a smooth game. Improvisation comes with a bit of practice, of course.
Sorry to hear that things didn't go according to plan. Sounds like one of those things where you're trying to herd cats while finding your own way around the game - it can be tricky!
For pre-gens, check out the Quick Start Rules (link) - there should be some pre-generated characters at the end of the document; just add names and you are set to go. They are older than the Red Box and might have some minor errata issues, but it shouldn't be a big problem.
I'll try to transcribe the pre-generated characters from one of the two 4th Edition starter sets in another reply (it'll take me a while.)
You can always create your own pre-generated characters, too... just create a couple characters of each class, sketch a quick background and description that's open enough for the players to add their own details, and you are set to go.
(Oddly, when I was younger X-Box players would have been considered nerdier than pen-and-paper RPG players.. funny how things change!)
Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
"If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
"Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
As a Dwarf, you share many qualities with the earth and rock of your mountain home. You are strong, hardy, and dependable. As a fighter, your job is to defend your allies. You are brave, loyal, and devoted to the cause of goodness.
Racial Traits: Height 4'8" Weight 200 lb. Size: Medium Speed: 5 squares Vision: Low-light Languages: Common, Dwarven Alignment: Good Skill Bonus: +2 Dungeoneering, +2 Endurance (already included). Cast Iron Stomach: +5 racial bonus to saving throws against poison. Dwarven Resilience: You can use your second wind as a minor action Stand Your Ground: When an effect forces you to move - through a pull, push, or slide - you move 1 square less than the effect specifies. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.
At-Will Power: Cleave (Fighter Attack 1) You hit one enemy, then cleave another. At-Will - Martial, Weapon Standard Action, Melee weapon Target: one creature Attack: +6 vs. AC Hit: 2d6+3 Damage, and an enemy adjacent to you takes 3 damage
At-Will Power: Reaping Strike (Fighter Attack 1) You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses. At-Will - Martial Weapons Standard Action, Melee Weapon Target: one creature Attack: +6 vs. AC Hit: 2d6+3 damage. Miss: 3 damage.
Encounter Power: Spinning Sweep (Fighter Attack 1) You spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels. Encounter - Martial, Weapon Standard Action, Melee weapon Target: One creature Attack: +6 vs. AC Hit: 2d6+3 damage, and you knock the target prone.
Daily Power: Brute Strike (Fighter Attack 1) You shatter armor and bone with a ringing blow. Daily - Martial, Reliable, Weapon Standard Action, Melee weapon Target: one creature Attack: +6 vs. AC Hit: 6d6+3 damage. Miss: You don't expend the use of this power.
Class Features: Combat Challenge: Every time you attack an enemy, whether that attack hits or misses, you can chose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes and attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. Combat Superiority: You gain a +2 bonus to opportunity attacks. Fighter Weapon Talent: You gain +1 bonus to attack rolls when using two-handed weapons (already included).
Ability Scores (Check Modifier): STR 16 (+3) CON 16 (+3) DEX 13 (+1) INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Skills (Ability) / Trained / Modifier Acrobatics (DEX) / n / +1 Arcana (INT) / n / +0 Athletics (STR) / yes / +8 Bluff (CHA) / n / +0 Diplomacy (CHA) / n / +0 Dungeoneering (WIS) / n / +4 Endurance (CON) / yes / +10 Heal (WIS) / n / +2 History (INT) / n / +0 Insight (WIS) / n / +2 Intimidate (CHA) / yes / +5 Nature (WIS) / n / +2 Perception (WIS) / n / +2 Religion (INT) / n / +0 Stealth (DEX) / n / +1 Streetwise (CHA) / n / +0 Thievery (DEX) / n / +1
Feat: Power Attack: When making a melee attack, you can take a =2 penalty to the attack roll.
Gear: Armor: Scale Mail Weapon: Maul, Daggers (5), Your daggers have a range of 5/10 as thrown weapons Adventurer's Kit: including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin. Gold: 10gp
Second Level: At 2nd level, you gain the following: Hit Points increase to 37 Bloodied increase to 18 Healing Surge increase to 9
Level Modifier: Because your new level is an even number, everything that includes 1/2 your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.
Feat: Dwarven Weapon Training: You gain a +2 feat bonus to damage rolls with axes and hammers (such as your maul). Increase your damage numbers accordingly.
Utility Power: Unstoppable (Fighter Utility 2) You let your adrenaline surge carry you through the battle. Daily - Healing, Martial Minor Action, Personal Effect: You gain 2d6+3 temporary hit points.
3rd Level: At 3rd level, you gain the following: Hit Points: increase to 43 Bloodied: increase to 23 Healing Surge: increase to 10
Ecounter Power: Crushing Blow (Fighter Attack 3) You wind up and deliver a devastating blow with your weapon. Encounter - Martial, Weapon Standard Action, Melee weapon Target: One Creature Attack: +7 vs. AC Hit: 4d6+8 Damage
As a Halfling, you are resourceful and known for your quick wits and steady nerves. As a Rogue, your job is to dart in and deal massive damage, and use your skills to aid your allies as necessary.
Racial Traits: Height 4'0" Weight 85 lb. Size: Small Speed: 6 squares Vision: Normal Languages: Common, Goblin Alignment: Good Skill Bonus: +2 Acrobatics, +2 Thievery (already included).
Bold: +5 racial bonus to saving throws against fear. Nimble Reaction: +2 racialbonus to AC against opportunity attacks. Second Chance: You can use Second Chance as an encounter power.
Racial Power: Second Chance (Halfling Racial Power) Luck and small size combine to work in your favor as you dodge your enemy's attack. Encounter Immediate Interrupt, Personal Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it is lower.
At-Will Power: Deft Strike (Rogue Attack 1) A final lunge brings you into an advantageous position. At-Will - Martial, Weapon Standard Action, Melee or Ranged weapon Target: one creature Special: You can move 2 squares before the attack. Attack: +8 vs. AC Hit: 1d4+4 damage.
At-Will Power: Sly Flourish (Rogue Attack 1) A distracting flourish causes the enemy to forget the blade at his throat. At-Will - Martial, Weapon Standard Action, Melee or Ranged weapon Target: one creature Attack: +8 vs. AC Hit: 1d4+7 damage.
Encounter Power: Positioning Strike (Rogue Attack 1) A false stumble and a shove place the enemy exactly where you want him. Encounter - Martial, Weapon Standard Action, Melee weapon Target: One creature Attack: +8 vs. AC Hit: 2d4+4 damage, and you can slide the target 3 squares.
Daily Power: Trick Strike (Rogue Attack 1) Through a series of feints and lures, you maneurver your foe right where you want him. Daily - Martial, Weapon Standard Action, Melee or Ranged weapon Target: one creature Attack: +8 vs. AC Hit: 3d4+4 damage, and you can slide the target 1 square. Effect: Until the end of the encounter, each time you hit the target you can slide it 1 square.
Class Features: Artful Dodger: You gain a +3 bonus to AC against opportunity attacks. (Your total bonus is +5 due to Nimble Reaction.) First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in the encounter. Rogue Weapon talent: You gain a +1 bonus to attack rolls when using a dagger (already included.) Sneak Attack: Once per round, when you have combat advantage against an enemy and are using a light blade a crossbow, or a sling, your attack against that enemy deals an additional 2d8 points of damage.
Ability Scores (Check Modifier): STR 12 (+1) CON 13 (+1) DEX 18 (+4) INT 11 (+0) WIS 10 (+0) CHA 16 (+3)
Skills (Ability) / Trained / Modifier Acrobatics (DEX) / yes / +11 Arcana (INT) / n / +0 Athletics (STR) / n / +1 Bluff (CHA) / yes / +8 Diplomacy (CHA) / n / +3 Dungeoneering (WIS) / n / +0 Endurance (CON) / n / +1 Heal (WIS) / n / +0 History (INT) / n / +0 Insight (WIS) / yes / +5 Intimidate (CHA) / n / +3 Nature (WIS) / n / +0 Perception (WIS) / yes / +5 Religion (INT) / n / +0 Stealth (DEX) / yes / +9 Streetwise (CHA) / n / +3 Thievery (DEX) / yes / +11
Feat: Backstabber: The extra damage dice from your Sneak Attack class feature increases from d6s to d8s (already included).
Gear: Armor: Leather. Weapon: Daggers (10). Your daggers have a range of 5/10 as thrown weapons. Adventurer's Kit: including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin. Thieves' Tools: To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on. Thieves' Tools grant a +2 bonus to Thievery checks to open a lock or disarm a trap. Gold: 25 gp
Second Level: At 2nd level, you gain the following: Hit Points increase to 30 Bloodied increase to 15 Healing Surge increase to 7
Level Modifier: Because your new level is an even number, everything that includes 1/2 your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.
Feat: Halfling Agility: When you use your Halfling Second Chance racial feature, the attacker takes a -2 penalty to the new attack roll.
Utility Power: Tumble (Rogue Utility 2) You tumble out of harm's way, dodging the opportunistic attack of your enemies. Encounter - Martial Move Action, Personal
3rd Level: At 3rd level, you gain the following: Hit Points: increase to 35 Bloodied: increase to 17 Healing Surge: increase to 8
Ecounter Power: Bait and Switch (Rogue Attack 3) You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space. Encounter - Martial, Weapon Standard Action, Melee weapon Target: One Creature Attack: +9 vs. Will Hit: 2d4+4 Damage. In addition, you switch places with the target and can then shift up to 3 squares.
As an Eladrin, you are graceful and intelligent. You have strong ties to nature and magic. As a Wizard, you channel arcane forces to exert control that hinders foes or blasts them into oblivion. Magic is your art form.
Eladrin Will: +1 racial bonus to Will defense (included), +5 racial bonus to saving throws against charm effects. Fey Step: You can use fey step as an encounter power.
Racial Power: Fey Step (Eladrin Racial Power) With a step, you vanish from one place and appear in another. Encounter - Teleportation Move Action, Personal Effect: Teleport up to 5 squares. You have to be able to see your destination. This movement doesn't provoke opportunity attacks.
At-Will Power: Magic Missile (Wizard Attack 1) You launch a silvery bolt of force at an enemy. At-Will - Arcane, Force, Implement Standard Action, Ranged 20 Target: one creature Special: This power can be used to make ranged basic attacks. Attack: +4 vs. Reflex Hit: 2d4+4 force damage.
At-Will Power: Scorching Burst (Wizard Attack 1) A vertical column of golden flames burns all within. At-Will - Arcane, Fire, Implement Standard Action, Area burst 1 within 10 squares Target: Each creature in burst Attack: +4 vs. Reflex Hit: 1d6+4 fire damage.
Encounter Power: Burning Hands (Wizard Attack 1) A fierce burst of flame erupts from your hands and scorches nearby foes. Encounter - Fire, Arcane, Implement Standard Action, Close blast 5 Target: One creature Attack: +4 vs. Reflex Hit: 2d6+4 fire damage.
Daily Power: Acid Arrow (Wizard Attack 1) A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Daily - Acid, Arcane, Implement Standard Action, Ranged 20 Primary Target: one creature Attack: +4 vs. Reflex Hit: 2d8+4 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. - Secondary Target: Each creature adjacent to the primary target - Secondary Attack: +4 vs. Reflex - Secomdary hit: 1d8+4 acid damage and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damageto primary target (save ends), and no secondary attack.
Daily Power: Sleep (Wizard Attack 1) You exert your will against your foes, seeking to overhelm them with a tide of magical weariness. Daily - Acid, Sleep, Implement Standard Action, Area burst 2 within 20 squares Target: Each creature in burst Attack: +4 vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw, the target falls asleep (save ends). Miss: The target is slowed (save ends).
Cantrip Power: Ghost Sound (Wizard Cantrip) With a wink, you create an illusory sound that emanates from somewhere close by. At-Will - Arcane, Illusion Standard Action, Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that ony creatures adjacent to the target can hear your words.
Cantrip Power: Light (Wizard Cantrip) With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby square. At-Will - Arcane Minor Action, Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantirp active at a time. If you create a new light, your previously cast light winks out.
Class Features: Cantrips: You know a few minor spells that you can use as at-will powers. Spellbook: Your spellbook holds an extra daily spell. After an extended rest, prepare one of those spells to use for the day. You know two daily spells, but you can only cast one per day. Wand of Accuracy (Implement Mastery): Once per encounter as a free action, you gain a +2 bonus on a single attack roll against one target when using your wand.
Ability Scores (Check Modifier): STR 11 (+0) CON 12 (+1) DEX 16 (+3) INT 18 (+4) WIS 13 (+1) CHA 10 (+0)
Skills (Ability) / Trained / Modifier Acrobatics (DEX) / n / +3 Arcana (INT) / yes / +11 Athletics (STR) / n / +0 Bluff (CHA) / n / +0 Diplomacy (CHA) / n / +0 Dungeoneering (WIS) / yes / +6 Endurance (CON) / n / +1 Heal (WIS) / n / +1 History (INT) / yes / +11 Insight (WIS) / n / +1 Intimidate (CHA) / n / +0 Nature (WIS) / yes / +6 Perception (WIS) / n / +1 Religion (INT) / n / +9 Stealth (DEX) / n / +3 Streetwise (CHA) / n / +0 Thievery (DEX) / n / +3
Feat: Improved Initiative: You gain a +4 bonus to initiative checks (already included).
Gear: Armor: none Weapon: longsword, wand Adventurer's Kit: including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin. Spellbook Gold: 23 gp
Second Level: At 2nd level, you gain the following: Hit Points increase to 27 Bloodied increase to 13 Healing Surge increase to 6
Level Modifier: Because your new level is an even number, everything that includes 1/2 your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.
Feat: Eladrin Soldier: You gain +2 feat bonus to damage rolls with your longsword.
Utility Power: Expeditious Retreat (Wizard Utility 2) Your form blurs as you hastily withdraw from the battlefield. Daily - Arcane Move Action, Personal Effect: Shift up to twice your speed.
3rd Level: At 3rd level, you gain the following: Hit Points: increase to 31 Bloodied: increase to 15 Healing Surge: increase to 7
Ecounter Power: Fire Shroud (Wizard Attack 3) With a subtle gesture, you wreathe nearby enemies in flames. Encounter - Arcane, Fire, Implement Standard Action, Close burst 3 Target: Each enemy in burst Attack: +5 vs. Fortitude Hit: 1d8+4 Fire damage, and ongoing 5 fire damage (save ends).
Racial Traits: Height 6'0" Weight 180 lb. Size: Medium Speed: 5 squares Vision: Normal Languages: Common, Draconic Alignment: Lawful Good
Human Bonuses: One extra at-will power, feat, trained skill, +1 to Fortitude, Reflex, and Will defenses (already included).
At-Will Power: Lance of Faith (Cleric Attack 1) A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally's attack. At-Will - Divine, Implement Radiant Standard Action, Ranged 5 Target: one creature Attack: +4 vs. Reflex Hit: 1d8+4 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
At-Will Power: Sacred Flame (Cleric Attack 1) Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. At-Will - Divine, Implement, Radiant Standard Action, Ranged 5 Target: one creature Special: x Attack: +4 vs. Reflex Hit: 1d6+4 radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your CHA modifier + one-half of your level or to making a saving throw.
Encounter Power: Healing Strike (Cleric Attack 1) Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies. Encounter - Divine, Healing, Radiant, Weapon Standard Action, Melee weapon Target: One creature Attack: +3 vs. AC Hit: 2d8+1 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Daily Power: Beacon of Hope (Cleric Attack 1) A burst of divine energy harms your foes and heals your allies. Daily - Divine, Healing, Implement Standard Action, Close burst 3 Target: Each enemy in burst Attack: +4 vs. Will Hit: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.
Class Features: Channel Divinity: You can use one of these special divine powers once per encounter. Healer's Lore: When you grant healing with one of your Cleric powers that has the Healing keyword, add +3 to the number of restored hit points. Healing Word: Twice per encounter as a minor action, you can use the Healing Word power.
Cleric Power: Healing Word (Cleric Feature) You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Encounter (Special) - Divine, Healing Special: You can use this power twice per encounter, but only once per round. Minor Action, Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Channel Divinity Power: Divine Fortune (Cleric Feature) In the face of peril, you hold true to your faith and receive a special boon. Encounter - Divine Free Action, Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity Power: Turn Undead (Cleric Feature) You sear undead foes, push them back, and root them in place. Encounter - Divine, Implement, Radiant Standard Action, Close burst 2 Target: Each undead creature in burst Attack: +4 vs. Will Hit: 1d10+4 radiant damage, and you can push the target 6 squares. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity Power: Armor of Bahamut (Feat Power) Bahamut protects you or a friend from devastating harm. Encounter - Divine Immediate Interrupt, Ranged 5 Trigger: An enemy scores a direct hit on your or an ally. Effect: Turn a critical hit against you or an ally within range into a normal hit.
Ability Scores (Check Modifier): STR 13 (+1) CON 12 (+1) DEX 11 (+0) INT 10 (+0) WIS 18 (+4) CHA 14 (+2)
Skills (Ability) / Trained / Modifier Acrobatics (DEX) / n / +0 Arcana (INT) / yes / +5 Athletics (STR) / n / +1 Bluff (CHA) / n / +2 Diplomacy (CHA) / n / +2 Dungeoneering (WIS) / n / +4 Endurance (CON) / n / +1 Heal (WIS) / yes / +9 History (INT) / yes / +5 Insight (WIS) / yes / +9 Intimidate (CHA) / n / +2 Nature (WIS) / n / +4 Perception (WIS) / n / +4 Religion (INT) / yes / +5 Stealth (DEX) / n / +0 Streetwise (CHA) / n / +2 Thievery (DEX) / n / +0
Feat: Action Surge: You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point. Channel Divinity: Armor of Bahamut: You can invoke the power of your deity to use the Armor of Bahamut power.
Gear: Armor: Chain mail. Weapon: Mace, crossbow bolts (20). Your crossbow has a range of 15/30. Adventurer's Kit: including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin. Holy symbol of Bahamut Gold: 10 gp
Second Level: At 2nd level, you gain the following: Hit Points increase to 29 Bloodied increase to 14 Healing Surge increase to 7
Level Modifier: Because your new level is an even number, everything that includes 1/2 your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.
Feat: Human Perseverance: You gain a +1 bonus to saving throws.
Utility Power: Cure Light Wouns (Cleric Utility 2) You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light. Daily - Divine, Healing Standard Action, Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent a healing surge.
3rd Level: At 3rd level, you gain the following: Hit Points: increase to 34 Bloodied: increase to 17 Healing Surge: increase to 8
Ecounter Power: Daunting Light (Cleric Attack 3) A burning column of light engulfs your foe. Its brilliance burns and hinders your foe's defense for a short time. Encounter - Divine, Implement, Radiant Standard Action, Ranged 10 Target: One Creature Attack: +5 vs. Reflex Hit: 2d10+4 Radiant Damage. Effect: One ally you can see gains combat advantage against the target until the end of your next turn.
Racial Traits: Height 6'4" Weight 260 lb. Size: Medium Speed: 5 squares Vision: Normal Languages: Common, Draconic Alignment: Lawful Good Skill Bonus: +2 History, +2 Intimidate (already included)
Dragonborn Fury: When you are bloodied, you gain a +1 racial bonus to attack rolls. Draconic Heritage: Your healing surge value is equal to one quarter of your maximum hit points + your CON modifier (already included) Dragon Breath: You can use Dragon Breath as an encounter power.
Racial Power: Dragon Breath (Dragonborn Racial Power) As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes. Encounter - Acid, Cold, Fire, Lightning, or Poison Minor Action, Close blast 3 Attack: +4 vs. Reflex Hit: 1d6+1 damage
At-Will Power: Holy Strike (Paladin Attack 1) You strike an enemy with your weapon, which ignites with holy light. At-Will - Divine, Radiant, Weapon Standard Action, Melee weapon Target: one creature Attack: +7 vs. AC Hit: 1d8+4 radiant damage. If you marked the target, you gain a +1 bonus to the damage roll.
At-Will Power: Valiant Strike (Paladin Attack 1) As you bring your weapon to bear, the odds against you add strength to your attack. At-Will - Divine, Weapon Standard Action, Melee weapon Target: one creature Attack: +7, +1 per enemy adjacent to you vs. AC Hit: 1d8+4 damage.
Encounter Power: Radiant Smite (Paladin Attack 1) Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creators of supernatural evil such as demons and devils. Encounter - Divine, Radiant, Weapon Standard Action, Melee weapon Target: One creature Attack: +7 vs. AC Hit: 2d8+5 radiant damage.
Daily Power: Paladin's Judgment (Paladin Attack 1) Your Melee attack punishes your enemy and heals an ally. Daily - Divine, Healing, Weapon Standard Action, Melee weapon Target: one creature Attack: +7 vs. AC Hit: 3d8+4 damage, and one ally within 5 squares of you can spend a healing surge. Miss: One ally within 5 squares of you can spend a healing surge.
Class Features: Channel Divinity: You can use this special Divine power once per encounter. Divine Challenge: You can use Divine Challenge as an at-will power. Lay on Hands: Once per day as a minor action, you can use the Lay On Hands power.
Paladin Power: Lay On Hands (Paladin Feature) Your divine touch instantly heals wounds. At-Will (Special) - Divine, Healing Special: You can use this power once per day. Minor Action, Close burst 3 Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge left to use this power.
Paladin Power: Divine Challenge (Paladin Feature) You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. At-Will - Divine, Radiant Minor Action, Close burst 5 Target: One creature in burst. Effect: You mark the garget. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only onemark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes an attack taht doesn't include you as a target before the start of your next turn. On your turn, you must engage the target you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn. You can use Divine Challenge once per turn.
Channel Divinity Power: Divine Strength (Paladin Feature) You petition your deity for the divine strength to lay low your enemies. Encounter - Divine Minor Action, Personal Effect: Apply your STR modifier (+4) as extra damage on yoru next attack this turn.
Ability Scores (Check Modifier): STR 18 (+4) CON 12 (+1) DEX 10 (+0) INT 11 (+0) WIS 13 (+1) CHA 16 (+3)
Skills (Ability) / Trained / Modifier Acrobatics (DEX) / n / -4 Arcana (INT) / n / +0 Athletics (STR) / n / +0 Bluff (CHA) / n / +3 Diplomacy (CHA) / n / +3 Dungeoneering (WIS) / n / +1 Endurance (CON) / yes / +2 Heal (WIS) / yes / +6 History (INT) / n / +2 Insight (WIS) / n / +1 Intimidate (CHA) / yes / +10 Nature (WIS) / n / +1 Perception (WIS) / n / +1 Religion (INT) / yes / +5 Stealth (DEX) / n / -4 Streetwise (CHA) / n / +3 Thievery (DEX) / n / -4
Feat: Healing hands: When you use the Lay on Hans power, the target heals extra damage equal to your CHA modifier (already included).
Gear: Armor: Plate armor, heavy shield. Weapon: Longsword, javelin (3). Your javelins have a rnage of 10/20. Adventurer's Kit: including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin. Holy symbol of Bahamut. Gold: 5 gp
Second Level: At 2nd level, you gain the following: Hit Points increase to 33 Bloodied increase to 16 Healing Surge increase to 9
Level Modifier: Because your new level is an even number, everything that includes 1/2 your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.
Feat: Enlarged Dragon Breath: When you use Dragon Breath, you can make it blast 5 instead of 3.
Utility Power: Martyr's Blessing (Paladin Utility 2) You step into an attack made against an adjacent ally. Daily - Divine Immediate Interrupt, Close burst 1 Effect: You are hit by the attack instead.
3rd Level: At 3rd level, you gain the following: Hit Points: increase to 39 Bloodied: increase to19 Healing Surge: increase to 10
Ecounter Power: Staggering Smite (Paladin Attack 3) With a mighty swing, you knock your enemy back. Encounter - Divine, Weapon Standard Action, Melee weapon Target: One Creature Attack: +8 vs. AC Hit: 2d8+4 Damage, and you can push the target 1 square.
Note: These are not Essentials Characters, and will be more compatible with the "Old 4th Edition" Player's Handbook 1 than they will be with the Essentials "Red Box" and Heroes of... books. They are still 4th Edition characters, though, and should work just fine alongside Red Box characters.
Racial Traits: Height x'x" Weight xxx lb. Size: Medium Speed: x squares Vision: x Languages: Common, x Alignment: Good Skill Bonus: x
x: x x: x x: x x: x
Racial Power: x (x Racial Power) fluff text Encounter Immediate Interrupt, Personal Effect: x
At-Will Power: x (x Attack 1) fluff text At-Will - Martial, Weapon Standard Action, Melee weapon Target: one creature Special: x Attack: +x vs. AC Hit: xdx+x damage.
At-Will Power: x (x Attack 1) fluff text At-Will - Martial, Weapon Standard Action, Melee weapon Target: one creature Special: x Attack: +x vs. AC Hit: xdx+x damage. Effect:
Encounter Power: x (x Attack 1) fluff text Encounter - Martial, Weapon Standard Action, Melee weapon Target: One creature Special: x Attack: +x vs. AC Hit: xdx+x damage. Effect:
Daily Power: x (x Attack 1) fluff text Daily - Martial, Reliable, Weapon Standard Action, Melee weapon Target: one creature Special: x Attack: +x vs. AC Hit: xdx+x damage. Effect:
Class Features: x: x x: x x: x x: x
Ability Scores (Check Modifier): STR 1x (+x) CON 1x (+x) DEX 1x (+x) INT 1x (+x) WIS 1x (+x) CHA 1x (+x)
Skills (Ability) / Trained / Modifier Acrobatics (DEX) / n / +x Arcana (INT) / n / +x Athletics (STR) / n / +x Bluff (CHA) / n / +x Diplomacy (CHA) / n / +x Dungeoneering (WIS) / n / +x Endurance (CON) / n / +x Heal (WIS) / n / +x History (INT) / n / +x Insight (WIS) / n / +x Intimidate (CHA) / n / +x Nature (WIS) / n / +x Perception (WIS) / n / +x Religion (INT) / n / +x Stealth (DEX) / n / +x Streetwise (CHA) / n / +x Thievery (DEX) / n / +x
Feat: x: x
Gear: Armor: x Weapon: x Adventurer's Kit: including a backpack, bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50' of rope, and a waterskin. Gold: x gp
Second Level: At 2nd level, you gain the following: Hit Points increase to x Bloodied increase to x Healing Surge increase to x
Level Modifier: Because your new level is an even number, everything that includes 1/2 your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.
Feat: x
Utility Power: x (x Utility 2) fluff text Daily - Healing, Martial Minor Action, Personal Effect: You gain xdx+x temporary hit points.
3rd Level: At 3rd level, you gain the following: Hit Points: increase to x Bloodied: increase to x Healing Surge: increase to x
Ecounter Power: x (x Attack 3) fluff text Encounter - Martial, Weapon Standard Action, Melee weapon Target: One Creature Special: x Attack: +x vs. AC Hit: xdx+x Damage.
Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
"If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
"Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
I remember my first session XD, it didn't go well at all, I was all graph paper and unrelated miniatures, plus I had no idea how to DM properly. Don't worry you'll make it through allow me to give you tips, pointers and exotic ways to immerse players of the "New Age" era.
First off, you have to realize that DMing is an art that easily relates to being an author and game developer at the same time. Players of the New Age don't usually like anything that doesn't actual have visual acessories, and an XBOX is a machine that is supposed to entertain people, you're a living being, so you can obviously do better. I prefer to write my stories as they go, I also designed a program for Kobold Hall and it's successors.
So how can you immerse your players? What immerses a reader? Tragedies, Betrayal, Treachery, Romance, Extreme Descriptions and lots of obstacles that the readers need to read through to understand the next awesome scene. I myself use a player character, named Shrui, whom I've grown rather attached to, and use her background to think of scenes that would make everyone, mostly her, happy. Why? Because she over-emphasizes everything and turns stories of minor misery into ultimate tragedies.
So basically you need to be imaginative, when they get bored, move into overkill mode and pull something extreme or make something shady happen. Once my party got bored, I revealed 30 traps and made their target run away... they stopped being bored.
"The Red Dragon is pulverizing your friends..." -Me "Okay so I'm up here?" -Shrui "Yeah..." -Me "Okay I want to triple backflip down from the ceiling while holding my family's katana and drive it through the Dragon's head." -Shrui "Yeah you'll take a -15 because he's moving his head." -Me "Don't care, I try it anyway." -Shrui (Acrobatics Roll Succeeds) (Attack Roll Succeeds) "How much extra damage do I get for this attack?" -Shrui "It dies, you don't need to do an attack roll." -Me
Evil Dungeon Master says, And now young adventurer... you die.