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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
D&D 4e level 2/3 Adventures for Kids (dungeon-crawl style)
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<blockquote data-quote="Scrivener of Doom" data-source="post: 6242292" data-attributes="member: 87576"><p>I would run your own conversion of Keep on the Borderlands reducing the monster levels to a more appropriate level for your group.</p><p></p><p>But make sure you give it a plot which I would suggest revolves around the evil temple and have whatever evil you decide to place there uniting the humanoid tribes. Yes, it's simple and it's unoriginal but it works... and the temple can make a nice change of pace after the PCs finish fighting with humanoids.</p><p></p><p>It can also segue nicely into <em>Reavers of Harkenwold</em> even if it means making some changes to the monster levels in that adventure.</p><p></p><p></p><p></p><p>- Get them to use lots of minions to minimise book-keeping for the monsters. I rather like the combination of an elite leader with a small horde of minions even if it means custom building the stat blocks.</p><p></p><p>- Grab small whiteboards for keeping track of initiative and conditions.</p><p></p><p>- I like having stat blocks printed out, one to an A4 page (or for you medieval people, whatever the non-metric equivalent is). That means there is lots of white space on the sheet where I can also write down individual monster hit points and conditions. (This is a lifesaver, IMO.)</p><p></p><p>- Don't hand out +1 items - weapons, implements, armour etc... - but go straight to +2. Let the PCs hit - a dead monster is less book-keeping <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> - and also let the new DMs not have to worry about whether or not the PCs have the right bonuses for the first 7-10 levels.</p><p></p><p>- Frankly, the hardest thing is making sure the players actually know how to play their characters. I review my players' character sheets before each session - thanks DDi! - and make a note of some of the things they can do so that, in the event of analysis paralysis, I can make a small suggestion that might get them back in action.</p><p></p><p>That's all for now.</p></blockquote><p></p>
[QUOTE="Scrivener of Doom, post: 6242292, member: 87576"] I would run your own conversion of Keep on the Borderlands reducing the monster levels to a more appropriate level for your group. But make sure you give it a plot which I would suggest revolves around the evil temple and have whatever evil you decide to place there uniting the humanoid tribes. Yes, it's simple and it's unoriginal but it works... and the temple can make a nice change of pace after the PCs finish fighting with humanoids. It can also segue nicely into [I]Reavers of Harkenwold[/I] even if it means making some changes to the monster levels in that adventure. - Get them to use lots of minions to minimise book-keeping for the monsters. I rather like the combination of an elite leader with a small horde of minions even if it means custom building the stat blocks. - Grab small whiteboards for keeping track of initiative and conditions. - I like having stat blocks printed out, one to an A4 page (or for you medieval people, whatever the non-metric equivalent is). That means there is lots of white space on the sheet where I can also write down individual monster hit points and conditions. (This is a lifesaver, IMO.) - Don't hand out +1 items - weapons, implements, armour etc... - but go straight to +2. Let the PCs hit - a dead monster is less book-keeping :) - and also let the new DMs not have to worry about whether or not the PCs have the right bonuses for the first 7-10 levels. - Frankly, the hardest thing is making sure the players actually know how to play their characters. I review my players' character sheets before each session - thanks DDi! - and make a note of some of the things they can do so that, in the event of analysis paralysis, I can make a small suggestion that might get them back in action. That's all for now. [/QUOTE]
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D&D 4e level 2/3 Adventures for Kids (dungeon-crawl style)
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