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First time playing D&D and I'm the DM. Anyone feeling helpful?
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<blockquote data-quote="der_kluge" data-source="post: 7098076" data-attributes="member: 945"><p>That's a solid group, but I agree with the others that you should start at 1st - especially if you have new players. That will give them a chance to learn their characters' abilities. Also, the player's need some reason to be on this boat. Where are they going? </p><p></p><p></p><p></p><p></p><p>It sounds like a lot more than that - and why limit yourself to just 3? The game I'm currently running, I plan on running for the next 3-4 years!</p><p></p><p></p><p></p><p></p><p>Don't get cocky. I would stick to the monsters in the MM. Monster design is kind of an art form. If you want a beefier monster, just add hit points to a regular giant crab, and describe it in such a way. Careful not to make it so hard that you kill the party, though. Be mindful of the challenge ratings.</p><p></p><p></p><p></p><p></p><p>You could have other survivors as well - and use them as fodder for the giant crabs. It seems reasonable to me that the party wouldn't interrogate the captain, since the group does have a paladin. Although depending on the maturity level of your players, it's possible they could kill both the paladin AND the captain. lol</p><p></p><p>Honestly, I like the idea that there is literally NO WAY off the island. The captain is just bluffing, in hopes that the party keeps him alive. As the captain, he would know about all the crazy stuff on this island, and frankly - fears for his life. </p><p></p><p></p><p></p><p>This seems like a bit assumption. Again, I'd be inclined to just have the captain be bluffing. The PCs will likely defend him if they think he's got information they need, and so killing him might not be as easy as you think. Kill him or not, I don't think it changes much. Again, I think you could have multiple crew members survive, and it doesn't greatly affect your story - just gives you more fodder to kill slowly.</p><p></p><p></p><p></p><p></p><p>As a player, my major question at this point is going to be "with all your resources, why are you relying on this ragtag band of shipwrecks to solve your problems?" There needs to be more than that. Maybe the chief is a superstitious lot, and his God has told him that it's in the prophecy that this group would be the key to unlocking their problems. Maybe this tribe is very small - and is literally kind of hanging on by a thread at this point?</p><p></p><p></p><p></p><p></p><p></p><p>I like the idea that the chief just *insists* that they all get some obnoxious facial tattoo. lol</p><p>Perhaps these guys are master ship-builders, and agree to repair the broken ship as a reward for their help.</p><p></p><p></p><p></p><p></p><p>Seems reasonable. I'd make her a priestess, however. Her healing could come in handy, and makes more sense if she's kind of nobility.</p><p></p><p></p><p></p><p></p><p>interesting... ok.</p><p></p><p></p><p></p><p></p><p>1. I need a minor buff provided by the tribal tattoo. It needs to be small due to the permanence of such a mark.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 7098076, member: 945"] That's a solid group, but I agree with the others that you should start at 1st - especially if you have new players. That will give them a chance to learn their characters' abilities. Also, the player's need some reason to be on this boat. Where are they going? It sounds like a lot more than that - and why limit yourself to just 3? The game I'm currently running, I plan on running for the next 3-4 years! Don't get cocky. I would stick to the monsters in the MM. Monster design is kind of an art form. If you want a beefier monster, just add hit points to a regular giant crab, and describe it in such a way. Careful not to make it so hard that you kill the party, though. Be mindful of the challenge ratings. You could have other survivors as well - and use them as fodder for the giant crabs. It seems reasonable to me that the party wouldn't interrogate the captain, since the group does have a paladin. Although depending on the maturity level of your players, it's possible they could kill both the paladin AND the captain. lol Honestly, I like the idea that there is literally NO WAY off the island. The captain is just bluffing, in hopes that the party keeps him alive. As the captain, he would know about all the crazy stuff on this island, and frankly - fears for his life. This seems like a bit assumption. Again, I'd be inclined to just have the captain be bluffing. The PCs will likely defend him if they think he's got information they need, and so killing him might not be as easy as you think. Kill him or not, I don't think it changes much. Again, I think you could have multiple crew members survive, and it doesn't greatly affect your story - just gives you more fodder to kill slowly. As a player, my major question at this point is going to be "with all your resources, why are you relying on this ragtag band of shipwrecks to solve your problems?" There needs to be more than that. Maybe the chief is a superstitious lot, and his God has told him that it's in the prophecy that this group would be the key to unlocking their problems. Maybe this tribe is very small - and is literally kind of hanging on by a thread at this point? I like the idea that the chief just *insists* that they all get some obnoxious facial tattoo. lol Perhaps these guys are master ship-builders, and agree to repair the broken ship as a reward for their help. Seems reasonable. I'd make her a priestess, however. Her healing could come in handy, and makes more sense if she's kind of nobility. interesting... ok. 1. I need a minor buff provided by the tribal tattoo. It needs to be small due to the permanence of such a mark. [/QUOTE]
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