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First time playing D&D and I'm the DM. Anyone feeling helpful?
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<blockquote data-quote="S'mon" data-source="post: 7146935" data-attributes="member: 463"><p>Having Akira kidnapped & rescued sounds fine, but as hastur said don't force it if the PCs have a way to foil the attempt.</p><p></p><p>You can spoonfeed clues by requesting low-DC INT checks, eg INT (History) for generic stuff, and telling the player on a success. You don't need an NPC around and indeed players like the thought it's their PCs knowing stuff, even if it's only they need to go talk to the Sage. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>You don't need to pre-plot solutions. I hardly ever do. The usual best approach is to let the players come up with solutions, then you decide if they are credible, erring on 'say yes' if unsure, or roll a die. If completely stuck the Saving Throw mechanic works - plan succeeds on a 10+. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Usually I just set odds on a d6 and roll.</p><p></p><p>Re dungeon design - if in doubt use the encounter-building rules. Have about an xp-adjusted Adventuring Day's worth of monsters in there by default, with at least one treasure Hoard (or +50% if the monsters are not </p><p>allied). I generally recommend about half the rooms have </p><p>monsters, though 2 in 6 works for a sparser feel. Have patrols/wandering monsters. 1 in 6 every 20 minutes of game time works well. Have most rooms be easy-medium encounters, but the inhabitants will usually react to combat nearby & several groups converging can easily turn Deadly. </p><p></p><p>However some monsters may be sleeping and not react to a brief nearby combat. Recently I had a </p><p>bunch of goblins who resolutely refused to turn up to a nearby fight when I kept checking (3 in 6 I </p><p>think, rolled a bunch of times) - I eventually decided they were passed out dead drunk. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 7146935, member: 463"] Having Akira kidnapped & rescued sounds fine, but as hastur said don't force it if the PCs have a way to foil the attempt. You can spoonfeed clues by requesting low-DC INT checks, eg INT (History) for generic stuff, and telling the player on a success. You don't need an NPC around and indeed players like the thought it's their PCs knowing stuff, even if it's only they need to go talk to the Sage. :) You don't need to pre-plot solutions. I hardly ever do. The usual best approach is to let the players come up with solutions, then you decide if they are credible, erring on 'say yes' if unsure, or roll a die. If completely stuck the Saving Throw mechanic works - plan succeeds on a 10+. :) Usually I just set odds on a d6 and roll. Re dungeon design - if in doubt use the encounter-building rules. Have about an xp-adjusted Adventuring Day's worth of monsters in there by default, with at least one treasure Hoard (or +50% if the monsters are not allied). I generally recommend about half the rooms have monsters, though 2 in 6 works for a sparser feel. Have patrols/wandering monsters. 1 in 6 every 20 minutes of game time works well. Have most rooms be easy-medium encounters, but the inhabitants will usually react to combat nearby & several groups converging can easily turn Deadly. However some monsters may be sleeping and not react to a brief nearby combat. Recently I had a bunch of goblins who resolutely refused to turn up to a nearby fight when I kept checking (3 in 6 I think, rolled a bunch of times) - I eventually decided they were passed out dead drunk. :D [/QUOTE]
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Community
General Tabletop Discussion
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First time playing D&D and I'm the DM. Anyone feeling helpful?
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