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I killed my first PC tonight
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<blockquote data-quote="Gruns" data-source="post: 2290621" data-attributes="member: 10312"><p><strong>My 2 cents.</strong></p><p></p><p>Hello.</p><p>Critical hits are pretty brutal at low levels, especially on the non-tank classes, which I notice the group has none of. Physical combat is definately not the group's strong point. Unfortunately, much of the game involves physical combat... Especially most pre-made modules you'll find. With that party make-up, you'll really need to do some tailoring to reduce direct combat encounters and increase more subtle encounter opportunities. Traps, Bluff your way past the guards, Track down something/someone, etc.</p><p> As for saving the Druid, as was mentioned, Heal is still usuable without ranks. Also, someone should have had a Cure XXX potion somewhere at level 4. The Rogue could have attempted to use a Wand or Scroll of Cure XXX, too. But what's done is done. It just seems someone should have been able to do something. Then again, maybe the place was crawling with orcs and the 2 survivors only survived be fleeing.</p><p> As for adding an NPC to the group, I've NEVER liked that as a PC, and I'd never do it as a DM. I'd rather give the party the resources needed to make things work. (A friend of a friend knows someone who will sell Potions of Cure Light to the party cheap, so long as they provide word of mouth advertising for her little bakery in Grove Park...). I'm also against anything that changes the rules like Action Points. No need for anything that drastic. Chalk it up to bad luck and either let the druid's player roll up a new lvl 3, or find a friendly cleric that will Raise the druid...if they help clear out the rats that are gathering in large numbers in the cellar of the local Mill... (Wait- those aren't normal rats...!)</p><p></p><p>Later!</p><p>Gruns</p></blockquote><p></p>
[QUOTE="Gruns, post: 2290621, member: 10312"] [b]My 2 cents.[/b] Hello. Critical hits are pretty brutal at low levels, especially on the non-tank classes, which I notice the group has none of. Physical combat is definately not the group's strong point. Unfortunately, much of the game involves physical combat... Especially most pre-made modules you'll find. With that party make-up, you'll really need to do some tailoring to reduce direct combat encounters and increase more subtle encounter opportunities. Traps, Bluff your way past the guards, Track down something/someone, etc. As for saving the Druid, as was mentioned, Heal is still usuable without ranks. Also, someone should have had a Cure XXX potion somewhere at level 4. The Rogue could have attempted to use a Wand or Scroll of Cure XXX, too. But what's done is done. It just seems someone should have been able to do something. Then again, maybe the place was crawling with orcs and the 2 survivors only survived be fleeing. As for adding an NPC to the group, I've NEVER liked that as a PC, and I'd never do it as a DM. I'd rather give the party the resources needed to make things work. (A friend of a friend knows someone who will sell Potions of Cure Light to the party cheap, so long as they provide word of mouth advertising for her little bakery in Grove Park...). I'm also against anything that changes the rules like Action Points. No need for anything that drastic. Chalk it up to bad luck and either let the druid's player roll up a new lvl 3, or find a friendly cleric that will Raise the druid...if they help clear out the rats that are gathering in large numbers in the cellar of the local Mill... (Wait- those aren't normal rats...!) Later! Gruns [/QUOTE]
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