4e Custom Monsters question

Post/Author/DateTimePost
#1

thatguy25

Dec 03, 2011 21:40:50
So, I'm a new DM/campaign maker (and pretty much new to D&D in general) and I've been tasked with making a simple campaign for a group of friends.  I'm waist-deep in the story structure and a few encounters, but I would like some opinions/tips on the subject of enemies and ally npc's for combat.  I have the MM, but I've found it a bit... sparse.  All the players are going to be first level noobs and there aren't many choices inside the MM that seem appropriate. 

How do you guys handle custom enemies and npc stats, powers, and loot?  On the loot end of the question, what kind of equipment drops would be good for first level characters?  Simple +1 weapons/armor?

Thanks in advance
#2

ToeSama

Dec 04, 2011 10:01:00
Well, there is an online and offline monster builder provided by Wizards to D&D Insider subscribers. This can help to make creating custom enemies a lot easier. Subscibers also get access to the compendium, which has player content and DM content from every book, with new stuff always being added each month, including monsters.

If your budgets tight, get a month subscription and grab the offline builder, as you don't require a Insider account to keep using it like the online builder and the compendium. If you can afford a full year, it's worth it for a DM to get access to everything without having to keep buying certain books. You'll save in the long run on that front as well.

As for the weapons and armor question, all magical EQ that provides an enchantment bonus is divided in levels of 5s. 1-5 is a +1, 6-10 a +2, and so on. If the treasure guide your using (which can be found in the DM Guide or the Rules Compendium) says to only give them a certain level or lower of EQ for their level, then that will determin what type of bonus is approriate for them.

Hope this helps. Happy Gaming
#3

Litmus

Dec 05, 2011 17:48:35
Check out page 185 in the DMG if you have it, with updates applied from here: www.wizards.com/dnd/files/UpdateDMG.pdf

This gives you the core maths for monster creation, so that you can take existing monsters and easily level them up or down; change their roles; or change their type (solo, elite, minion etc).  So, for example, if you want your PCs to face an ogre at L1, you could take an Ogre Savage from the MM and convert him into a L2 Elite.  You can 'reskin' existing monsters too - so maybe you end up using the Dwarf Hammerer stat block with a few tweaks as the head cultist's half-ogre bodyguard for example.  This is a core DMing skill to develop, and you'll probably be surprised at how quickly and easily you can do it once you've had a bit of practice.