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Any tips for DMing PHB2 release day adventure?
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<blockquote data-quote="Gorrstagg" data-source="post: 4722685" data-attributes="member: 15863"><p>After running this yesterday... my observations.</p><p></p><p>That first encounter was a horrible idea. You've got a slogfest of hit points to work through, and you've got an unoptimized group of characters, who also incidently have lots of complicated options. And a lot of the sheets required a significant rewrite up to fix them.</p><p></p><p>The group I ran for, made it through the first encounter, and the super quick abbreviated version of the skill challenge, only to get a quarter way of the encounter inside the Mill before the session was forced to end. After 3.5 hours.</p><p></p><p>(One I wasn't aware at the time we were under a forced time limit so I let players take their time to learn their characters, though two of them turned out to be very slow, one cause he was just a douche-hammer, and the other cause he just wasn't grasping the avenger.)</p><p></p><p>And if I had to do it again.. I would of totally skipped that first encounter, started with the skill challenge, and then got to the last two encounters.</p><p></p><p>If anything I think it would of scaled much better.</p><p></p><p>And in a way I must be honest, I think the choices for classes and races were abyssmal. And were solely done based upon the miniatures they had available to give out.</p><p></p><p>And had I known that now, I would of built 5 characters before hand that would of complimented the game style much better.</p><p></p><p>Overall.. running Paragon level adventures isn't bad, but to do it cold cod, and with no way to guarantee the players were of sufficient experience to really grasp what each option did and how it functioned, was a bit much to ask. Especially with brand new classes.</p><p></p><p>I have to admit I felt a little bad for one player who had to play the Paladin, because he wanted to play a new "Class" and the only thing I could console him with was that it was kinda new in that parts of it came from Divine Powers. </p><p></p><p>Overall, meh.</p><p></p><p>This was not a great experience, and next time if the characters are so horrible, I'll just in advance create new ones that are fun and balanced. Better that then what we got this time.</p><p></p><p>Though I did have the Mill explode, and then every time a 1 was rolled to hit the players for the ongoing, I had it explode again. (It did 2 more times.) That seemed to really get them interested in the story.</p><p></p><p>Actually to be honest, once you got past that waste of time first encounter, it began to flow much smoother.</p></blockquote><p></p>
[QUOTE="Gorrstagg, post: 4722685, member: 15863"] After running this yesterday... my observations. That first encounter was a horrible idea. You've got a slogfest of hit points to work through, and you've got an unoptimized group of characters, who also incidently have lots of complicated options. And a lot of the sheets required a significant rewrite up to fix them. The group I ran for, made it through the first encounter, and the super quick abbreviated version of the skill challenge, only to get a quarter way of the encounter inside the Mill before the session was forced to end. After 3.5 hours. (One I wasn't aware at the time we were under a forced time limit so I let players take their time to learn their characters, though two of them turned out to be very slow, one cause he was just a douche-hammer, and the other cause he just wasn't grasping the avenger.) And if I had to do it again.. I would of totally skipped that first encounter, started with the skill challenge, and then got to the last two encounters. If anything I think it would of scaled much better. And in a way I must be honest, I think the choices for classes and races were abyssmal. And were solely done based upon the miniatures they had available to give out. And had I known that now, I would of built 5 characters before hand that would of complimented the game style much better. Overall.. running Paragon level adventures isn't bad, but to do it cold cod, and with no way to guarantee the players were of sufficient experience to really grasp what each option did and how it functioned, was a bit much to ask. Especially with brand new classes. I have to admit I felt a little bad for one player who had to play the Paladin, because he wanted to play a new "Class" and the only thing I could console him with was that it was kinda new in that parts of it came from Divine Powers. Overall, meh. This was not a great experience, and next time if the characters are so horrible, I'll just in advance create new ones that are fun and balanced. Better that then what we got this time. Though I did have the Mill explode, and then every time a 1 was rolled to hit the players for the ongoing, I had it explode again. (It did 2 more times.) That seemed to really get them interested in the story. Actually to be honest, once you got past that waste of time first encounter, it began to flow much smoother. [/QUOTE]
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Any tips for DMing PHB2 release day adventure?
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