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<blockquote data-quote="Drowbane" data-source="post: 5875472" data-attributes="member: 23396"><p>Throw out your MM. Or well at least retire it to the book shelf to thumb through from time to time...</p><p></p><p>3.5 is a bitch to run if you allow yourself to be restricted by the Designer's. Know your players, known their PCs. Design encounters around their PCs and usual tactics. Some on these boards would call this "the 4e approach", I call it "veteran DMing".</p><p></p><p>Have your players send you the following info.</p><p>* Relevant skills</p><p>* HP, AC, Saves, DR</p><p>* To hit and damage with their primary attack mode.</p><p>* To hit and damage when going "all out" (Power attack, sneak attack, whatever they have).</p><p>* Favorite spells.</p><p>* Equipment, all of it.</p><p>* All of the above while completely buffed.</p><p></p><p>Once you have and know that data, you can start building encounters. With those numbers in mind, plan for easy, moderate and difficult (potential TPK) encounters. For your next session, try to run one of each of those. You may find that your data is incomplete, as Players are shifty and "forget" to tell you things. Thats fine, make notes, upgrade your info.</p><p></p><p>If your groups ACs are 15, 17, 19, and 27. then the easy critters should have anywhere from a +5 to a +9 to hit. This will make the high AC guy feel like "hey, my high AC is awesome!" without totally trashing the rest of the party. The serious critters should have at least a +17 to hit... </p><p></p><p>All PCs should have a weakness, newer powergamers try to fill in all possible weaknesses because they're asshats and don't yet know better. Look at the party defenses (AC, including Touch and Flat-Footed, Fort, Ref, and Will). Design encounters so that at least one critter can attack each defense type. </p><p></p><p>Finding the sweet spot will take some time, do not be afraid of trial and error. Once you get better at designing encounters, aim for the TPK. Try to make encounters that the PCs "might be able to win, but can totally wipe those jerks out if they roll badly".</p><p></p><p>Be the Rat-Bastard DM, but don't over do it either. Your goal is not to actually wipe the party, rather to bring back the fear of death to the PCs.</p><p></p><p>edit: Oh, and welcome to ENworld! Welcome home... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Drowbane, post: 5875472, member: 23396"] Throw out your MM. Or well at least retire it to the book shelf to thumb through from time to time... 3.5 is a bitch to run if you allow yourself to be restricted by the Designer's. Know your players, known their PCs. Design encounters around their PCs and usual tactics. Some on these boards would call this "the 4e approach", I call it "veteran DMing". Have your players send you the following info. * Relevant skills * HP, AC, Saves, DR * To hit and damage with their primary attack mode. * To hit and damage when going "all out" (Power attack, sneak attack, whatever they have). * Favorite spells. * Equipment, all of it. * All of the above while completely buffed. Once you have and know that data, you can start building encounters. With those numbers in mind, plan for easy, moderate and difficult (potential TPK) encounters. For your next session, try to run one of each of those. You may find that your data is incomplete, as Players are shifty and "forget" to tell you things. Thats fine, make notes, upgrade your info. If your groups ACs are 15, 17, 19, and 27. then the easy critters should have anywhere from a +5 to a +9 to hit. This will make the high AC guy feel like "hey, my high AC is awesome!" without totally trashing the rest of the party. The serious critters should have at least a +17 to hit... All PCs should have a weakness, newer powergamers try to fill in all possible weaknesses because they're asshats and don't yet know better. Look at the party defenses (AC, including Touch and Flat-Footed, Fort, Ref, and Will). Design encounters so that at least one critter can attack each defense type. Finding the sweet spot will take some time, do not be afraid of trial and error. Once you get better at designing encounters, aim for the TPK. Try to make encounters that the PCs "might be able to win, but can totally wipe those jerks out if they roll badly". Be the Rat-Bastard DM, but don't over do it either. Your goal is not to actually wipe the party, rather to bring back the fear of death to the PCs. edit: Oh, and welcome to ENworld! Welcome home... :D [/QUOTE]
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