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New to EN World, have some general questions about being a DM
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<blockquote data-quote="Clueless" data-source="post: 3390751" data-attributes="member: 11802"><p>Random encounters are rolled by hour in an area as I recall.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Also, if you put some sort of time restriction on their work (get in before guards rotate etc.) that may force them to speed things up.</p><p></p><p>Otherwise - let it be. </p><p></p><p>It's not much skin off the players backs for the extra oxygen needed to say "I take a 20" at the table really, and it may save their characters lives. To save time at the table instead of him saying for each and every square on the map 'I'm going to...' over and over again - just look at him and say "Going slow?". If he says yes - assume he's doing his normal routine - and tell him how long it takes, what he finds, and roll your random encounters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The party could even develop an in-character reputation as a cautious, methodical (even *gasp* obsessively professional) group that deliver the goods slow - but *reliable*. That may change the sort of jobs prospective employers offer them...</p><p></p><p>Now - note, the take a 20 is handy for *finding* traps. Not so handy for disarming them (which is what you get your XP for). Remember, taking a 20 is effectively 'I roll a 1. I roll a 2. I roll a...' all the way up to 20. You can see why choosing to roll a 1 on a *disarm* trap may be unwise.</p><p></p><p>As for how much XP to award - I honestly tend not to apply that sort of XP bonus as much. Actually, to be truthful - unless someone plays a class where it really matters to know what the XP total for a character is - I tend to just eyeball it and make sure the players level at a reasonable speed compared to my plot and my judgment of their desire to get more goodies. At the end of a few sessions, I'll just say 'Level up' and that's it. That keeps my players focused on their characters, my plot, and their current situation - instead of their calculators.</p></blockquote><p></p>
[QUOTE="Clueless, post: 3390751, member: 11802"] Random encounters are rolled by hour in an area as I recall.... ;) Also, if you put some sort of time restriction on their work (get in before guards rotate etc.) that may force them to speed things up. Otherwise - let it be. It's not much skin off the players backs for the extra oxygen needed to say "I take a 20" at the table really, and it may save their characters lives. To save time at the table instead of him saying for each and every square on the map 'I'm going to...' over and over again - just look at him and say "Going slow?". If he says yes - assume he's doing his normal routine - and tell him how long it takes, what he finds, and roll your random encounters. ;) The party could even develop an in-character reputation as a cautious, methodical (even *gasp* obsessively professional) group that deliver the goods slow - but *reliable*. That may change the sort of jobs prospective employers offer them... Now - note, the take a 20 is handy for *finding* traps. Not so handy for disarming them (which is what you get your XP for). Remember, taking a 20 is effectively 'I roll a 1. I roll a 2. I roll a...' all the way up to 20. You can see why choosing to roll a 1 on a *disarm* trap may be unwise. As for how much XP to award - I honestly tend not to apply that sort of XP bonus as much. Actually, to be truthful - unless someone plays a class where it really matters to know what the XP total for a character is - I tend to just eyeball it and make sure the players level at a reasonable speed compared to my plot and my judgment of their desire to get more goodies. At the end of a few sessions, I'll just say 'Level up' and that's it. That keeps my players focused on their characters, my plot, and their current situation - instead of their calculators. [/QUOTE]
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