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<blockquote data-quote="CAFRedblade" data-source="post: 6122702" data-attributes="member: 34503"><p>If players are having a tough time with hit points, perhaps a look at starting at the adventurous tier (lvl 3) would be in order. As going forward levels 1 & 2 will be the journeyman/apprentice tier, if Wizards keep to their intended target. This should provide a little more survivability.</p><p></p><p>edit: addendum, I really like the resurfacing of monster immunities and deadlier abilities. It provides more challenge than hit them harder/faster. Forces players and DM's to think of alternatives and reasons that someone else hasn't already done this particular thing. And if a Group's play-style doesn't want those extras, it's easy for the DM to remove/modify them, hopefully there will be guidelines on how to replace/modify these abilities for those who wish it.</p></blockquote><p></p>
[QUOTE="CAFRedblade, post: 6122702, member: 34503"] If players are having a tough time with hit points, perhaps a look at starting at the adventurous tier (lvl 3) would be in order. As going forward levels 1 & 2 will be the journeyman/apprentice tier, if Wizards keep to their intended target. This should provide a little more survivability. edit: addendum, I really like the resurfacing of monster immunities and deadlier abilities. It provides more challenge than hit them harder/faster. Forces players and DM's to think of alternatives and reasons that someone else hasn't already done this particular thing. And if a Group's play-style doesn't want those extras, it's easy for the DM to remove/modify them, hopefully there will be guidelines on how to replace/modify these abilities for those who wish it. [/QUOTE]
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