I was a DM for the first time yesterday. It was a lot of fun, and all things considered, I think I've made a pretty darn good first session.
It was, however, too difficult. I've based the various monsters in my session on mobs from the sample encounter from the Dungeon Masters Guide and changed the wording and descriptions to make them better fit the story I wanted to tell.
However, after a few encounters, it became apparent that:
- I think the enemies had too much HP or there were too many of them – also, this really prolonged the whole session by a lot without actually adding fun to it. This is despite lifting the enemies off the samples from the Dungeon Masters Guide and using the XP-budget appropriate for the amount of players and their levels.
- It took but a few better rolls on my part to hit the PCs, and it didn't take many hits to get them bleeding.
- One of the PCs, a cleric, was having way too much trouble hitting the enemies, as he decided to go with a more melee-oriented build, and had a bit of a problem getting past the AC of the enemies. With more experience I could probably foresee this (and either suggest that he changes his character a bit or adjust the encounters), but as it was, I had no idea he would have this kind of trouble.
- The warrior had some really bad rolls >_< (he had a +9 to his attacks vs AC, and most enemies had AC less than 20)
In the end the party did succeed, though one person almost died near the end.
Normally, from what I've seen, a DM is "hidden" behind a screen, and their rolls aren't visible to the rest of the group. I know it's generally frowned upon for the DM to cheat their rolls, but this is the easiest thing I could do to adjust the difficulty on the fly. In this particular case, if I could, I'd give the enemies some penalties so they don't hit so often or don't hit so hard.
Here's the thing, tho: we're playing online (most of us being from different parts of Europe) using RPG Table Online, and that site offers a nifty utility for automating rolls. I can make private rolls in the app, but then I cannot use the automatic process which would make things rather obvious! I fear that if I suddenly started making private rolls, then it'd be pretty obvious that I'm modifying the outcomes – and I don't think it's fun for the group to realize this, no matter if it's in their favour or not.
There's no fun in killing the party off (unless it's ACTUALLY part of the story). I suspect with more experience as a DM I'll be able to construct more balanced encounters, but until then… are there any suggestions to what I can do? How can I adjust the difficulty on the fly?
Best Answer
My party also prefers to see dice rolled in the open, so I've had to learn to creatively doctor encounters myself.
Change the Numbers
Instead of changing your rolls, change the numbers you're adding to the rolls or comparing the rolls to. If you feel you have to justify this, perhaps monster's so mad it takes a penalty to attacks and defenses, or the party has been given a temporary boon from the ghost of the monster's previous victim. Feel free to adjust hit points too: the only time the party has a sense of how many hit points the monster has left is when you declare it bloodied. If you change the hit point total before that point it's impossible to detect; if you change it after... the party probably won't notice and really shouldn't complain if they do.
Word of experience: If your party likes to use knowledge of dice rolls to extrapolate monster defenses and attack modifiers, they'll call you on this. Have a justification ready, or say "oops, let me check my math" and then move on to one of the other points on this list.
Fight Dumb
The other side of Fight Dumb is:
Meta Smart (reward your party for their choices)
Use Terrain
Before your next session, take look at the many terrain options 4e offers. Many of them can grant advantages and turn the tide of battles if used creatively, and they can inspire you to make your own terrain features as well. The crumbled remains of a holy shrine that gives a healing bonus to those nearby might be just what your fight needs; call for a Religion/History/Perception check to suddenly discover it in the middle of battle (maybe it lights up when a bloodied creature gets near?).
Don't Be Afraid to Call a Fight
Your monsters probably don't want to die. Some or all of them might surrender or run away when bloodied or when their friends drop. This shortens fights considerably, provides RP in battles and makes the world and its inhabitants more real.
Design Philosophies Have Changed
Around the time the Monster Manual 3 was published, 4e monster design underwent a drastic shift. Among other things, damage increased and hp dropped: this encourages faster, more intense fights. I don't feel competent to discuss the maths, so here are relevant posts:
Come Clean
It goes against generations worth of the DM vs Players mindset, but you could just be straightforward with your party: You're a new GM and learning the ropes, and sometimes you're going to try things that don't work. You can ask them to be understanding as you adjust things when you realize they don't work as intended, and you might even benefit from their direct input.