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<blockquote data-quote="Antilles123" data-source="post: 6984586" data-attributes="member: 6861652"><p>Re: Travel, I always try to sense how my players are feeling. </p><p>If they are going to a new place on a new adventure and seem keen for some descriptive travel, then I will describe some things along the way and maybe do random encounters.</p><p></p><p>If they really just want to get to the next place because they already know what's there and they just want to push the story, I'll mostly ignore the travel e.g. returning to town with a rescued captive. They've already been there, they just want to dump the captive and move on.</p><p></p><p>3 characters is OK. I'm running Lost Mines of Phandelver with 3 now. They always seem to be able to handle slightly more than what I expect, probably because:</p><p>- we rolled for stats (so their stats are good)</p><p>- we use feats and multi-classing</p><p>- the players are quite experienced.</p><p></p><p>Generally I will hold some monsters back (Tip #1) just in case they get smashed. I play online on Roll20, so it's easy to hide monsters out of sight if needed. If the fight is already challenging, I'll leave them out. Otherwise I'll let them free to make it harder.</p><p></p><p>We also had a huge fight recently when I made some monsters (about 20) attack the town. To even the odds, I had the town guard and some Zhentarim warriors help out (Tip #2) so they weren't swamped. I didn't really know how that would go, but it ended up being a challenge but not a massacre either way.</p><p></p><p>Another option is to think in advance what might happen if the characters die. Do they get taken captive instead? It doesn't always have to be death (Tip #3).</p><p></p><p>I always aim for fights that are just hard enough to knock characters unconscious so they're scared, but then fight back and survive. Close to death is perfect, but TPK isn't always fun.</p></blockquote><p></p>
[QUOTE="Antilles123, post: 6984586, member: 6861652"] Re: Travel, I always try to sense how my players are feeling. If they are going to a new place on a new adventure and seem keen for some descriptive travel, then I will describe some things along the way and maybe do random encounters. If they really just want to get to the next place because they already know what's there and they just want to push the story, I'll mostly ignore the travel e.g. returning to town with a rescued captive. They've already been there, they just want to dump the captive and move on. 3 characters is OK. I'm running Lost Mines of Phandelver with 3 now. They always seem to be able to handle slightly more than what I expect, probably because: - we rolled for stats (so their stats are good) - we use feats and multi-classing - the players are quite experienced. Generally I will hold some monsters back (Tip #1) just in case they get smashed. I play online on Roll20, so it's easy to hide monsters out of sight if needed. If the fight is already challenging, I'll leave them out. Otherwise I'll let them free to make it harder. We also had a huge fight recently when I made some monsters (about 20) attack the town. To even the odds, I had the town guard and some Zhentarim warriors help out (Tip #2) so they weren't swamped. I didn't really know how that would go, but it ended up being a challenge but not a massacre either way. Another option is to think in advance what might happen if the characters die. Do they get taken captive instead? It doesn't always have to be death (Tip #3). I always aim for fights that are just hard enough to knock characters unconscious so they're scared, but then fight back and survive. Close to death is perfect, but TPK isn't always fun. [/QUOTE]
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