I plan on running a 6-session campaign with a death at 0 hp variant.
I need an idea of how much additional hp to award starting characters.
I've run a few playtests for 4 players and the number I've got is +50 starting hp.
Anyone have any experience with this how much extra hp do you award?
Do...
Amazon is opening physical bookstores now.
Once that Amazon store comes to my area, I'm gonna pull up a table and start playing D&D in the middle of it.
"Well, I bought this books on Amazon"
I played with this tonight and had fun. I played the old initiative system for almost 3 years, so I'm willing to try this new one out for the next year.
I played with this tonight and had fun. I played the old initiative system for almost 3 years, so I'm willing to try this new one out for the next year.
You can print a 2 foot by 6 foot (has white space on borders) at a Walmart photo center for something like $28. Sorry Zaard, not close to you, but its an option for some people.
Sounds like a good challenge, you should run it as is and see if you can create something memorable. If things go sideways and you're unhappy with the result just talk it over and press the reset button if everyone agrees that is the best path.
I can tell you one reason monsters are too easy- damage resistance bludg/pierce/slash. I've removed it from my game entirely since I usually give out a magic item per level in my current game. Monsters get another 40-80 hit points out of that one change.
Traps are a little bit harder to work...
I think the math changes every tier (CR 1-4 +2 prof tier, CR 5-8 +3 prof tier, etc) as someone up thread mentioned.
You'll also find some things-such as dealing psychic damage-are incredibly powerful.
I think you need to protect the game world, first (more than incorporating player ideas into your game). I think you did the right thing-some paths are just dead ends and it has nothing to do with being a "fun DM". It's an opportunity for growth as a character, and a reasonable one.