hackmastergeneral
First Post
So, I'm about to embark on my first DMing experience, running Worlds Largest Dungeon.
I don't know how far I'll get into it before I decide to move the party out and onto other things, but it seems like a good way of starting.
I'm setting it in Faerun somewhere, as I'm by far more experienced with Forgotten Realms. I'm going to have to change the origins into a prison created by the Gods, but they forgot about it. Perhaps it was created long in days of yore, and the current gods are unaware of its existance.
Or perhaps Tyr created it on his own, and hasn't told anyone else about it, and has long since ignored it. I dunno.
Any how, after reading some threads here and on RPG.net, I have mentioned all the usual WLD warnings to the players. Here is what they have come up with so far as a party:
Dave is playing a Warlock. Hasn't settled on a race yet, probably human. To me, Warlock is a fantastic dungeon class - great ability, never needs to recharge or rest to regain it, and it works at range, and can be modified in many ways to be more versitile.
Joni, my wife, is making a Whisper Gnome Scout who will PrC into a Dungeon Delver at the earliest opportunity. Whisper Gnome is a great race for this, and the DD will be a very useful class to take. Scout is neat, as they can do anything a Rogue can, but Skirmish does not require convoluted flanking setups, as it only requires "move 10' " - a decent Tumble check can get her moving in combat and constantly gain Skirmish every round, also nice abilities.
Craig will be playing a Dwarf Wizard. He wants to get the nice bonuses Dwarves get for being underground, but has never played a wizard.
Harv has declared he will play some variety of Warrior class, but hasn't settled on what stripe/race.
Mike is having difficulty. I offered to NPC a Healer class character, to free up any potential Clerics from having to be the walking band aid, or to allow others to not play the cleric at all (trying to angle another Fighter into the group), but his first impulse - forget the healer, and he'll play a Cleric/Wizard/Mystic Theurge. My repeated attempts to point out how awful a choice this is - both in terms of party makeup (only one fighter, with a bunch of guys who need protection), and dungeon crawling (multi classing away from Cleric removes precious Heal spells, and splits your focus in bad ways) have met with no avail. His other idea was a Ninja. The guy who loves Rangers totally moves away from type. Plus he wants to ditch the NPC Healer, who heals, and do something that will detract from the parties ability to stay up and mobile.
I'm trying to convince him a Fighty Cleric would be his best option, with the Healer NPC, as it allows him to be a good 2nd line fighter, but still have the ability to drop back and act as spelll/healing support should the need arise. PrCing with Justicar of Tyr would be a great choice.
Sigh. The group that LOVES fighting classes unilaterally decides to drop them before entering a deadly and complex dungeon.
I don't know how far I'll get into it before I decide to move the party out and onto other things, but it seems like a good way of starting.
I'm setting it in Faerun somewhere, as I'm by far more experienced with Forgotten Realms. I'm going to have to change the origins into a prison created by the Gods, but they forgot about it. Perhaps it was created long in days of yore, and the current gods are unaware of its existance.
Or perhaps Tyr created it on his own, and hasn't told anyone else about it, and has long since ignored it. I dunno.
Any how, after reading some threads here and on RPG.net, I have mentioned all the usual WLD warnings to the players. Here is what they have come up with so far as a party:
Dave is playing a Warlock. Hasn't settled on a race yet, probably human. To me, Warlock is a fantastic dungeon class - great ability, never needs to recharge or rest to regain it, and it works at range, and can be modified in many ways to be more versitile.
Joni, my wife, is making a Whisper Gnome Scout who will PrC into a Dungeon Delver at the earliest opportunity. Whisper Gnome is a great race for this, and the DD will be a very useful class to take. Scout is neat, as they can do anything a Rogue can, but Skirmish does not require convoluted flanking setups, as it only requires "move 10' " - a decent Tumble check can get her moving in combat and constantly gain Skirmish every round, also nice abilities.
Craig will be playing a Dwarf Wizard. He wants to get the nice bonuses Dwarves get for being underground, but has never played a wizard.
Harv has declared he will play some variety of Warrior class, but hasn't settled on what stripe/race.
Mike is having difficulty. I offered to NPC a Healer class character, to free up any potential Clerics from having to be the walking band aid, or to allow others to not play the cleric at all (trying to angle another Fighter into the group), but his first impulse - forget the healer, and he'll play a Cleric/Wizard/Mystic Theurge. My repeated attempts to point out how awful a choice this is - both in terms of party makeup (only one fighter, with a bunch of guys who need protection), and dungeon crawling (multi classing away from Cleric removes precious Heal spells, and splits your focus in bad ways) have met with no avail. His other idea was a Ninja. The guy who loves Rangers totally moves away from type. Plus he wants to ditch the NPC Healer, who heals, and do something that will detract from the parties ability to stay up and mobile.
I'm trying to convince him a Fighty Cleric would be his best option, with the Healer NPC, as it allows him to be a good 2nd line fighter, but still have the ability to drop back and act as spelll/healing support should the need arise. PrCing with Justicar of Tyr would be a great choice.
Sigh. The group that LOVES fighting classes unilaterally decides to drop them before entering a deadly and complex dungeon.