Help with Combat/Encounters

General topics, including off-topic discussion, goes here.
User avatar
shadowmane
Posts: 329
Joined: Sat Jun 30, 2012 2:25 pm
Location: Salisbury, North Carolina

Re: Help with Combat/Encounters

Post Wed Aug 01, 2012 3:05 pm

The solution I have seen to the OP is not to start in the dungeon, but with a wilderness trek to the dungeon. It will "bloody" the characters, and allow them to gain some XP (and possibly a level if the trek is long enough) so that the Dungeon don't overwhelm them just going in.
User avatar
Hywaywolf
Posts: 5271
Joined: Fri Mar 13, 2009 11:30 pm
Location: Wilmington, NC

Re: Help with Combat/Encounters

Post Wed Aug 01, 2012 3:13 pm

Beginners should start at first level a few times to learn from that view, but after you've been around the block there is no reason you have to start all your campaigns at first level. Instead of changing the way you roll starting hit points, just start at 2nd level.
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Help with Combat/Encounters

Post Wed Aug 01, 2012 3:18 pm

Hywaywolf wrote:Beginners should start at first level a few times to learn from that view, but after you've been around the block there is no reason you have to start all your campaigns at first level. Instead of changing the way you roll starting hit points, just start at 2nd level.
That is another great way to deal with it. Works well.
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
Solomoriah
Site Admin
Posts: 8834
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: Help with Combat/Encounters

Post Wed Aug 01, 2012 4:02 pm

There's a point to all of this. It's easy to give things away, but harder to take them back. By making the game "stingy" I gave plenty of rope to GMs that want to keep the game brutal and gritty. Those wanting things to be less brutal can do any of the things you have suggested... but they don't have to, because it's not in the Core Rules.
My personal site: www.gonnerman.org
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Help with Combat/Encounters

Post Wed Aug 01, 2012 7:49 pm

Solomoriah wrote:There's a point to all of this. It's easy to give things away, but harder to take them back. By making the game "stingy" I gave plenty of rope to GMs that want to keep the game brutal and gritty. Those wanting things to be less brutal can do any of the things you have suggested... but they don't have to, because it's not in the Core Rules.
Great Point being made here. Even though some people here (like myself) do a lot of writing of material and supplements... most urge a high degree of restraint or abstaining from putting everything including the kitchen sink into one's game. I don't even utilize every item I personally produce.

Hold back from putting in anything 'optional or supplemental' unless it is absolutely necessary for your campaign... at least until you have a high degree of proficiency and skill at keeping the balance of your game/campaign together. Even then, just add what is logical (if even at all)... and you may even find while doing so, you realize you don't really need the option in question.
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
Post Reply

Who is online

Users browsing this forum: No registered users and 12 guests