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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E group - first time playing
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5687015" data-attributes="member: 1165"><p>MV is from 1st to 22nd level or higher, and Threats to Nentir Vale is 1st to 20th level. Most of the monsters in both book are heroic (1st to 10th) level.</p><p></p><p>Both are good. I'd get MV to start, just because the monsters there are more generic. (Threats to Nentir Vale monsters, while more specific to a setting, can simply be renamed/reskinned. If you don't mind the counter controversy.)</p><p></p><p>Dark Sun has some good Survival challenges. I would recommend something like this: easy complexity (4 successes before 2 or 3 failures), and set the skill DCs at about 12 as you want to give everyone a chance. (The new skill rules set "average" DCs lower.)</p><p></p><p>Skills like Endurance, Nature and Perception will be handy here. If there's even a slight hint of magic involved, Arcana can be used as well, though perhaps the DC should be higher (using Arcana to track the "scent" of magic at a distance, or what have you). Failure results in a slightly-higher-level encounter (say 2nd-level, use lots of 1st-level monsters). Then the PCs can try again. I'd be frankly astonished if the PCs manage to fail that more than once. If so, I'd recommend they end up on some well-known/traveled road, maybe far from where they want to be. This way, not only can they not get lost, but they can speak to travelers too.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5687015, member: 1165"] MV is from 1st to 22nd level or higher, and Threats to Nentir Vale is 1st to 20th level. Most of the monsters in both book are heroic (1st to 10th) level. Both are good. I'd get MV to start, just because the monsters there are more generic. (Threats to Nentir Vale monsters, while more specific to a setting, can simply be renamed/reskinned. If you don't mind the counter controversy.) Dark Sun has some good Survival challenges. I would recommend something like this: easy complexity (4 successes before 2 or 3 failures), and set the skill DCs at about 12 as you want to give everyone a chance. (The new skill rules set "average" DCs lower.) Skills like Endurance, Nature and Perception will be handy here. If there's even a slight hint of magic involved, Arcana can be used as well, though perhaps the DC should be higher (using Arcana to track the "scent" of magic at a distance, or what have you). Failure results in a slightly-higher-level encounter (say 2nd-level, use lots of 1st-level monsters). Then the PCs can try again. I'd be frankly astonished if the PCs manage to fail that more than once. If so, I'd recommend they end up on some well-known/traveled road, maybe far from where they want to be. This way, not only can they not get lost, but they can speak to travelers too. [/QUOTE]
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4E group - first time playing
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