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Help creating a low level dungeon.
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<blockquote data-quote="Andrew Ridenour" data-source="post: 6188245" data-attributes="member: 6705723"><p>I want to clarify something. You're basically saying, choose my encounters before I have a map? Right? I could probably do that... I'm use to designing a scenario and then adding in the encounters. You know, start with "Bandits sneak into PC's camp." build what will happen, then I'll decide how many bandits there are. I've never really thought about building a scenario around the encounter before.</p><p></p><p>Right now, I have the start set up as "Players find a carriage, with what looks like several goblin foot-prints and drag marks leading off to the north. Suddenly, two goblins, previously thought dead, get up, and in a daze, attack." I added the dazed goblins last. So, I'll see what I can do, and see if I can build better, that way.</p><p></p><p></p><p></p><p>What does Development entry mean? The other three are pretty self explanatory, but that one, not sure what it means. (I've not looked at many official paizo modules or adventures, so I don't know there normal layout.</p><p></p><p></p><p></p><p>Yeah, I'm not good at handing out magic weapons. I always half the feeling that the players should be even when it comes to the stuff, so I tend to give out party packs, as it were, and I can make it a little over-powered... Like giving a level one fighter a +1 shocking glaive, or a level 1 druid a +1 thundering dagger. I've been holding back as of late... but I'll try my damnedest to make it something a bit more worthwhile, as it were. (Also, have to stop my players from enchanting any ol' weapon they find at any ol' shop they pass by, as well.)</p><p></p><p></p><p></p><p>I don't even have to try, my players can talk themselves out of any fight they choose, be it a talking ape bent on mankind's destruction a la Gorilla Grodd, or Ogres that only know the path of hate and destruction... (No joke, the party rogue talked a pair of Ogres out of stampeding a village, because they'd not be nearly as thorough as the villagers themselves.)</p></blockquote><p></p>
[QUOTE="Andrew Ridenour, post: 6188245, member: 6705723"] I want to clarify something. You're basically saying, choose my encounters before I have a map? Right? I could probably do that... I'm use to designing a scenario and then adding in the encounters. You know, start with "Bandits sneak into PC's camp." build what will happen, then I'll decide how many bandits there are. I've never really thought about building a scenario around the encounter before. Right now, I have the start set up as "Players find a carriage, with what looks like several goblin foot-prints and drag marks leading off to the north. Suddenly, two goblins, previously thought dead, get up, and in a daze, attack." I added the dazed goblins last. So, I'll see what I can do, and see if I can build better, that way. What does Development entry mean? The other three are pretty self explanatory, but that one, not sure what it means. (I've not looked at many official paizo modules or adventures, so I don't know there normal layout. Yeah, I'm not good at handing out magic weapons. I always half the feeling that the players should be even when it comes to the stuff, so I tend to give out party packs, as it were, and I can make it a little over-powered... Like giving a level one fighter a +1 shocking glaive, or a level 1 druid a +1 thundering dagger. I've been holding back as of late... but I'll try my damnedest to make it something a bit more worthwhile, as it were. (Also, have to stop my players from enchanting any ol' weapon they find at any ol' shop they pass by, as well.) I don't even have to try, my players can talk themselves out of any fight they choose, be it a talking ape bent on mankind's destruction a la Gorilla Grodd, or Ogres that only know the path of hate and destruction... (No joke, the party rogue talked a pair of Ogres out of stampeding a village, because they'd not be nearly as thorough as the villagers themselves.) [/QUOTE]
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