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Experenced GM Needs Help Knocking Some Rust Off & Some Help/Advice with 4E

I have played & been a GM for every edition of D&D except 4E. My first game I played I was 14 yrs old & I have been  playing or been a GM since. I am now 41. Due to a disability I have been on the bench for 4 yrs but thanks to Roll-D20, Myth-Weaver & Skype all of that has changed. Now I have dived straight into both the D20 Campaign Creator Interface & 4E. I have done ok with it so far. I plan on using this thread to get advice, resolve problems or to shoot out Ideas. I do not have a problem with constructive  critizim.
1. I plan on having an encounter with 2 giant rats, 2 zombies & 2 bandits(  can I have the rats (trained) like a pet? ( Can i have the zombies carry the rats?) ( Can the bandits give the zombies orders?)
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Pat S.
Forum Champion
Sheet Author
Hello Don and welcome to the site. There are alot of experienced 4E players and GM's so any question you have just ask it and there should be a suggestion, advice, or criticism sooner or later given. I don't play 4E so I won't be responding to anything that involves that edition (probably).
I do have  questions in my 2nd post of this form  & I think they could apply to any edition as it is an encounter set up
4e uses grids and it'll be difficult to move a piece if you have to grab both, so just tell your players the zombies carry rats and then use a rat tokens if/when one is released. It'll be a lot easier. As far as rule wise, uh yeah. Aren't you the DM?  If you want a zombie be the mayor of the city, it's your story. If you want to follow standard D&D: you can say the bandits worked out a deal with necromancer, and they have some sort of artifact to control the zombies. Wait...how heavy are these rats?
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Pat S.
Forum Champion
Sheet Author
You could have one of the bandits a necromancer and have zombie rats along with the regular zombies. As to your questions.  Rats be trained as pets? Yes rats can be trained to be pets. Hollywood used trained rats all the time.  Zombies carrying the rats? Depends on how you want the zombies to act. You want them mindless killing machines then probably no. If you want them to only attack humans and demihumans then yeah. Have the rats ride on the shoulders of the zombies and be munching on the zombie's ear or something. Freak out the players to see a zombie shuffling towards them while a rat is chewing on it or you could have the rat riding in the stomach area of the zombie and it leaps out when the players attack the zombie. That would be a horrifying surprise attack. Bandits controlling zombies? Yeah, use a magical control it, make one of the bandits an evil cleric that can control undead, make one of the bandits a necromancer, etc... It all depends on how you want it to be portrayed.
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Gauss
Forum Champion
Moved to Off-Topic. - Gauss
You are the GM. If it makes sense to you, it can be done. There are no explicit rules for training animals, nor are there any rules stating that you cannot or must have certain roleplaying aspects between NPCs so nothing you're talking about is forbidden by the rules (and, keep in mind, as GM, there are *no* rules that are set in stone; you can change them as you like, though you probably don't want to change any *major* ones without putting it past your players first). The bandits, even if they're not magical, could have been *given* the zombies by a mercenary necromancer who animated them and then told them to do whatever the bandits said. The rats could have been trained by the bandits or simply be tagalongs that the bandits don't mind because the rats don't attack *them*. Whatever reasoning you want to come up with can be used. One of the advantages of 4e is that it completely separates roleplay concepts from mechanical constructs so that they are completely discrete entities. As long as the mechanics are applicable, you can repurpose them in whatever way you see fit (I've got one character who is a Swashbuckler-y defender that uses the Berserker class even though the roleplay for the character isn't even remotely barbarian-like; we used the mechanics and gave it a new coat of paint).
1 all great Ideas but as mentioned above 2 same size in same space so I Propose increase size of zombies to huge 1 what affects would it have to stats,  & EL
Ive had some apps to my game ive looked them over and clicked out how do I pull thoes apps back up and compare them
Read Monster Manual page 6. I would make it large, but not change stats so it doesn't get reach. Unless you want it. You can also just make it appear tall (just to let players know), but not change rules wise.
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Pat S.
Forum Champion
Sheet Author
Don D. said: Ive had some apps to my game ive looked them over and clicked out how do I pull thoes apps back up and compare them Apps? Are you working in Google hangouts? I'm not familiar with that. Or are you talking about something else? 
when players apply or ask to join your game instead of clicking invite to campain u jus close the window because you have more player apps to look at. How do you pull back up all thoes who have applied so i can compare them
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Pat S.
Forum Champion
Sheet Author
Ahhh, apps =  applications. gotcha. Not sure about that. drop a line to a mod like Gauss or Sarah and they will be able to help you. One of the mods might drop by also.
Don D. , if you are referring to applications received through the Looking For Group posting, go to the "My Campaigns" page and then click on "view details" for the campaign you have listed.  Once you do that, click on "Looking for Players (List in LFG)."  Once you get the popup window, click on "View Listing" next to the big "On/Off" button at the top.  This should take you to th Looking For Group posting forum where the prospective player's messages should be.
ok thnks
Ok is there a way I can pull up old messages that are not PMs?
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Pat S.
Forum Champion
Sheet Author
like what type of messages? if it is a thread you just scroll through the thread. If it is in chat you go to the detail page for the campaign and click on chat archive. That will show all the chat from when it started unless you deleted them then it will show only what has been done since then.
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Gauss
Forum Champion
Don , the little pink notification in the top right corner of the page is not where the messages are, it is where the notifications for those messages are. You can still find them in the threads (campaign, LFG, or normal forum) that they are a part of. If PM you can click on your name and click on the Private Messages link.  Note: If part of the LFG system and the GM closes the LFG listing those messages are gone. There is no way to access them.  - Gauss
I have noticed that a few monsters have a power with  a symbol of one or more 6 sided die beside them *example* (A dragons breath weapon ) What does it mean?  How does it work?
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Pat S.
Forum Champion
Sheet Author
I found an SRD for 4E. WoTC 4e  You might find you answer there or someone wil answer here.
my players have gifted me a subscription. What does this mean? What does it do?
Don , it means your players have been kind enough to pay for a subscription for you to roll20.  This gives you special benefits depending on what level of subscription you were given.  You can see  on our subscriber page  what benefits the different levels of support offer.  Many of the perks carry over to your players as well since any campaign you create will have certain special features available that anyone joining the campaign will see.  Dynamic lighting is a very popular one, but there are some more subtle items as well such as an increase in the maximum file size you can upload and more storage.
Ok Ive ran into 2 problems I'm hoping you experienced GMs & players to help me with. # 1. I cant seem to find any rulings on players wanting to play monster races. # 2 Somebody explain the treasure reward thing because it reads like stereo instructions. # 3 When should I shovel out treasure & how much? # 4.  I really don't like the idea of dishing out magic items that are 3 or more lvs than the PCs is this the norm for 4th to hand out( Example 4th lv items at 1st lv PCs ) # 5. How do you go about adjusting and altering treasure but at the same t5ime being fair to your players & thier PCs?
Don D. said: # 1. I cant seem to find any rulings on players wanting to play monster races. That's entirely up to you, as the GM. A lot of it depends upon your campaign setting (playing a Bugbear in any setting but Eberron would be questionable and likely barred, for any game I ran) and how much you care about maintaining a given level of balance. The second factor is heavily influenced by the source of the given monster race (the stuff that's in the baseline Monster Manual varies pretty heavily; bugbears as listed there are broken as *hell*, as are the kobolds there). As a GM, you just have to adjudicate what sources you trust/want to allow. Generally, it means either the RPGA limitations (i.e. what D&D Insider allows), only published content (i.e. if it's in a book), or limitations to just the core books (i.e. PH, PH2, PH3). # 2 Somebody explain the treasure reward thing because it reads like stereo instructions. Treasure rewards in 4e are set up so as the be divvied out in given parcels, which is what is listed in the DMG. Essentially, you just have to give out all of the listed parcels, or equivalent value, to the party before the players hit the next level. # 3 When should I shovel out treasure & how much?  Generally, you want to divvy out the parcels whenever it's appropriate. Killing a group of goblin scouts shouldn't provide a treasure parcel unless they're coming back from a very successful raid of some kind. Going through a goblin village and defeating its chieftain, on the other hand, would likely be worth reward *multiple* treasure parcels. As a decent rule of thumb, since it should take about 10 encounters (or encounter equivalents, like quest rewards and/or skill challenges) to get to the next level, you want to provide one treasure parcel for each encounter. If it's not appropriate to provide a parcel for a given encounter, just keep said parcel in reserve and reward it along with the rest of the reserve parcels whenever they finally complete an objective that would make sense to provide one or more treasure parcels. # 4.  I really don't like the idea of dishing out magic items that are 3 or more lvs than the PCs is this the norm for 4th to hand out( Example 4th lv items at 1st lv PCs )  This is the norm for 4e. The "level" of the item is completely separate from the level of the play using said item. Players are expected to be able to receive gear of up to 4 levels above their current level since they're able to craft magic items (using the Enchant Magic Item ritual) of their level or lower. The higher level magic items are the "reward" for adventuring, and they're actually *expected* to be present as part of the balance progression inherent in the game. It should also be mentioned that a lot of the "levels" of magic items are applied in a largely arbitrary manner. A level 4 magic sword provides the same enhancement bonus to attack and damage rolls as a level 1 magic sword except that it has some kind of passive or use functionality that makes it slightly better. For armors and weapons, the modulus 5 of the level is the more important attribute than the level itself since it represents the enhancement bonus. For everything else, it's pretty much an entirely arbitrary value assignment that only has a vague heuristic guideline to govern it. The best shield in the game, in my opinion, is a level 8 shield (Hammer Shield). I've had players in the epic tier continue to use one even though it's 15 levels below them. # 5. How do you go about adjusting and altering treasure but at the same t5ime being fair to your players & thier PCs? As long as you stick to the basic treasure parcel progression so that the players gain the items that they're *supposed* to have at the given level, you should be fine. Denying players magic weapons, armor, or amulets or only providing them with those that are below their level is specifically weakening the players relative to the content they're supposed to be facing. The bonuses they provide are explicitly factored into the progression of NPC defenses/damage/attacks. Personally, I'm not really a GM that enjoys doling out massive amounts of money to players, mainly because, once you start getting out of the middling heroic tier, you start having to give players the entire GNP of the kingdom they're currently saving in order to provide them with the proper gear progression. As such, I don't give out a lot of cash money. Instead, I provide either additional magical items equal to the gold that would otherwise be provided (which equates to a magic item of the players' level + 2, which means that the 5 treasure parcels I traditionally provide are a magic item of level +1, 2 of level + 2, 1 of level + 3, and 1 of level + 4) or non-monetary equivalents (residuum, ritual components, and consumables of equal value). As long as you provide the proper magic item progression and provide at least the monetary *equivalent* of what you're supposed to provide at that level, you'll be fine.
I plan on running a few modules should i go with them as they sit or make motivations ther are a couple of instaces that are questionable
On another note when it comes to the parcels do i roll a a D10, pick out what i want  or do i just spread the whole chart out for that LV,
Don D. said: I plan on running a few modules should i go with them as they sit or make motivations ther are a couple of instaces that are questionable I don't run modules so it really depends on how the stuff is laid out. I design all of my own adventures so I know exactly where and how I'm going to divvy out the parcels. I *believe* that most 4e modules simply state places where parcels could/should/would appear but don't generally say "this loot is here!", but I might be wrong about that. On another note when it comes to the parcels do i roll a a D10, pick out what i want  or do i just spread the whole chart out for that LV,  Pick out what you want as what would be appropriate. If you don't want to pick it out, go ahead and roll for it. Some parcels are going to be smaller than others and, if you want to provide the fighter with a fancy new greatsword, it would make more sense for it to be carried by the orc chieftain the group killed in X adventure rather than found, for no real reason, in the hut of the goblin shaman that the party tracked down in Y adventure. The only real hard and fast rule about providing loot in 4e is to simply *give it out*. As long as the group *gets* everything in those parcels before they level up, you're doing it right. You can dump it on them right at the start, slowly dole it out over the course of the level, or provide it in a single massive horde after a huge adventure that covers the entire level and climaxes with a fight against a dragon.
so how many parces over what amout of encounters at what ever party LV?
There's a whole slew of tables that cover everything you need to know about parcels, levels, and the rest in the DMG, pages 126 through 129.
According to such tables and info PCs should Lv. after 8 to 10 encounters almost sounds like power gaming Oh and out of 8-10 encounters there should  be 2-4 encounters with no loot but between Lv. A & Lv. B  they should acquire all parcels in thir table  for their LV,
Ok ive got a predetermined treasure with only one +4 Item  could I trade it for two +2 items ?
Don D. said: Ok ive got a predetermined treasure with only one +4 Item  could I trade it for two +2 items ? No. Check out the item level not the relative level. At level 1, a level + 4 item is a level 5, which is worth 1000g. A level + 2 is a level 3 item which is worth 680 GP. Basically, you would need to pull the value of something else down by 360g (pull the level 4 down to a level 1) in order to provide 2 level 3 items instead of a single level 5.
I don't understand your numbers/math Party Lv. 1 in the parcel chart they can find a Lv. 4 Item * value (840) could trade for two +1 items Value ( 360) with 60 gp left over
You asked if you could trade a Level + 4 (i.e. level 5) item for 2 Level +2 (i.e. level 3) magic items. A level 5 item is worth 1000g and a level 3 item is worth 680g. 2 x 680 = 1360; 1360 - 1000 = 360. That means 360g you'd have to draw from some other source at the level. Honestly, if you're just getting back into the game, I wouldn't screw around with the treasure parcels too much (it's a *way* simpler system than you're setting it up to be). You generally want to keep the number of magic items per level the same rather than shifting around the values *too* much. Check with your players to see what magic items they're looking for. They *should* be able to provide a list that covers the full gamut of levels 2-5 for you.
Just trying to get a handle on it all & I get  the jest of it now but sometimes I swear the PPl who wright Modules must not have played the game much. I have ran into a few debatable situations. There is a encounter in which the bad guy has magic armor in a chest instead of wearing it
Once again I need ur expertise I could not find any guidelines on making new magic items.