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<blockquote data-quote="Lord Xtheth" data-source="post: 5216980" data-attributes="member: 56179"><p>Step 1: Know your players. What they like doing, what they dislike doing, what they'll find fun, and what they'll find annoying. Try to make the game as fun for them and for yourself as you can.</p><p></p><p>Step 2: Know your characters. Fighters, Clerics, Monks, and Barbarians can take a lot of damage, and deal quite a bit. Wizards, and sorcerers are glass cannons, they start weak but get powerful quickly. Bards, Druids, and Rangers are kind of in-between classes. They each have specialties that they excel at. Rogues are skill monkeys with sneaky damage, lower hitpoints, but versatile. Keeping all of this in mind when writing your adventure is a good idea.</p><p></p><p>Step 3: Be flexible. Let your players experiment a little bit, but also let them know that "hey, I wrote this adventure for *this type of scenario*, and I'm not prepared or experienced enough to come up with too much on the fly." If you find your players are taking far too much damage, getting hit way too often, or the opposite where your players are hitting all the time and dealing buckets of damage, don't be afraid to adjust ACs, hit bonuses, hit points, saves, or anything else by a point or 2 (or 10 for hit points. A good rule of thumb is +1 to hit, saves, and AC, and +10 hp should add +1 to the CR of the monster, likewise subtracting the same amount if you want things easier.</p><p></p><p>Step 4: Know your monsters. Have a couple monsters ready for play ahead of time. Read their entries in the monster manual, look up feats they have so you know what they do, understand their attacks and attitudes.</p><p></p><p>Step 5: Know your dungeon. Dungeons come in many different forms, Forests, City streets, Caverns, Castles, Farm houses... whatever. Make sure you know where you want to run your adventures and try to flavor them accordingly. Street merchants and noble parades are less likely to happen in a cavern, but if you mention them in your town, your players will feel a little more immersed.</p><p></p><p>Step 6: Have fun! If things are getting heated, emotions are wearing thin, or frustration is running rampant in your game, remember its just a game, Go back to step 3, or take a short break. Try to have as much fun as you can, but be sure that everyone is having a good time too.</p></blockquote><p></p>
[QUOTE="Lord Xtheth, post: 5216980, member: 56179"] Step 1: Know your players. What they like doing, what they dislike doing, what they'll find fun, and what they'll find annoying. Try to make the game as fun for them and for yourself as you can. Step 2: Know your characters. Fighters, Clerics, Monks, and Barbarians can take a lot of damage, and deal quite a bit. Wizards, and sorcerers are glass cannons, they start weak but get powerful quickly. Bards, Druids, and Rangers are kind of in-between classes. They each have specialties that they excel at. Rogues are skill monkeys with sneaky damage, lower hitpoints, but versatile. Keeping all of this in mind when writing your adventure is a good idea. Step 3: Be flexible. Let your players experiment a little bit, but also let them know that "hey, I wrote this adventure for *this type of scenario*, and I'm not prepared or experienced enough to come up with too much on the fly." If you find your players are taking far too much damage, getting hit way too often, or the opposite where your players are hitting all the time and dealing buckets of damage, don't be afraid to adjust ACs, hit bonuses, hit points, saves, or anything else by a point or 2 (or 10 for hit points. A good rule of thumb is +1 to hit, saves, and AC, and +10 hp should add +1 to the CR of the monster, likewise subtracting the same amount if you want things easier. Step 4: Know your monsters. Have a couple monsters ready for play ahead of time. Read their entries in the monster manual, look up feats they have so you know what they do, understand their attacks and attitudes. Step 5: Know your dungeon. Dungeons come in many different forms, Forests, City streets, Caverns, Castles, Farm houses... whatever. Make sure you know where you want to run your adventures and try to flavor them accordingly. Street merchants and noble parades are less likely to happen in a cavern, but if you mention them in your town, your players will feel a little more immersed. Step 6: Have fun! If things are getting heated, emotions are wearing thin, or frustration is running rampant in your game, remember its just a game, Go back to step 3, or take a short break. Try to have as much fun as you can, but be sure that everyone is having a good time too. [/QUOTE]
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