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<blockquote data-quote="Dan Chernozub" data-source="post: 7196651" data-attributes="member: 6899046"><p>Well, that wouldn't work as they all have experience in role play games (oWoD mostly) and they have some really nice stories/characters. I've discussed the character generation with players before iplementing it.</p><p></p><p></p><p>Actually, they do.</p><p></p><p></p><p>Well, we won't be changing major things like race and class, but tweaking a few minor things can help, it seems to me.</p><p></p><p></p><p></p><p>What do you want to know about the encounters?</p><p></p><p>They've faced flying beasts in the open (peryton and flying snakes); ghouls, skeletons and ooze in the dungeon; were ambushed by a higher-level evil adventurer; faced an outnumbering group of goblins (talked theit way out of that one). This is combat or combat-likely encounters, riddlez and social interaction are not that much about the stats.</p><p></p><p>They have learnt that splitting up for no good reason is a bad idea, learned the usefulness of a "defence" action and that low-level wizards are not made for blasting things. And the fact that not helping team mates stablizie is usually a bad idea.</p><p></p><p>What I'm looking forward is more combats with intelligent (goblinoids, lizardfolk, humans) groups utilizing spells and tactics of their own.</p><p></p><p></p><p>For example, they might sooner or later run into a Bandit Party:</p><p></p><p>1 Sergeant - AC16 HP39, Longsword [+4/1d8+2], Leadership and Protect;</p><p>1 Scout - AC15 HP18, Longbow [+5/1d8+3], Sneak Attack (2d6), Nimble Escape;</p><p>3-4 Thugs - AC12 HP32, x2 Mace [+4/1d6+2], Pack Tactics.</p><p></p><p>This group of 5-6 CR 1/2 creatures should be a Hard Encounter for this group of PCs.</p></blockquote><p></p>
[QUOTE="Dan Chernozub, post: 7196651, member: 6899046"] Well, that wouldn't work as they all have experience in role play games (oWoD mostly) and they have some really nice stories/characters. I've discussed the character generation with players before iplementing it. Actually, they do. Well, we won't be changing major things like race and class, but tweaking a few minor things can help, it seems to me. What do you want to know about the encounters? They've faced flying beasts in the open (peryton and flying snakes); ghouls, skeletons and ooze in the dungeon; were ambushed by a higher-level evil adventurer; faced an outnumbering group of goblins (talked theit way out of that one). This is combat or combat-likely encounters, riddlez and social interaction are not that much about the stats. They have learnt that splitting up for no good reason is a bad idea, learned the usefulness of a "defence" action and that low-level wizards are not made for blasting things. And the fact that not helping team mates stablizie is usually a bad idea. What I'm looking forward is more combats with intelligent (goblinoids, lizardfolk, humans) groups utilizing spells and tactics of their own. For example, they might sooner or later run into a Bandit Party: 1 Sergeant - AC16 HP39, Longsword [+4/1d8+2], Leadership and Protect; 1 Scout - AC15 HP18, Longbow [+5/1d8+3], Sneak Attack (2d6), Nimble Escape; 3-4 Thugs - AC12 HP32, x2 Mace [+4/1d6+2], Pack Tactics. This group of 5-6 CR 1/2 creatures should be a Hard Encounter for this group of PCs. [/QUOTE]
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