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Pimp my 1st level characters!
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<blockquote data-quote="AFGNCAAP" data-source="post: 3697693" data-attributes="member: 871"><p>I'd recommend the 32 point buy: it gives good stats overall (compared to 25-point buy), and allows all the characters to have the same starting point, rather than the random chance of dice rolling. It'll also allow the players to really build a character (knowing the limits of point buy, they can get the scores that they'd prefer for a certain character concept).</p><p></p><p>However, I wouldn't just say the <em>characters</em> are the only factor in the TPKs--it may be the players, as well. Perhaps they stay & fight instead of withdrawing from combat. Perhaps they aren't really building the PCs to work well (like too few ranks in Disable Device for the main trapfinding rogue, a ranged combat fighter with a low Dex, etc.).</p><p></p><p>Action points are a nice mechanic to include--it provides a bit of extra edge when necessary. However, they are a limited resource, and if the PCs aren't gaining a level each adventure, then learning when & when not to use them is an issue for the players.</p><p></p><p>If the TPKs are due to the way the players play, then no amount of bonus gear, character creation bonuses, or the like will keep them from a TPK.</p><p></p><p>Or, you may want to review what the circumstances on each TPK were, and each person's role in that (including your own). Are you having the PCs face challenges of a CR much too high for the characters? Do certain player behaviors promote or hasten a TPK? Are the modules your using (if applicable) have miscalculated CRs for the encounters?</p><p></p><p>I've had (too many) TPKs and near-TPKs with a group I run for. However, I've found that many reasons for this are:</p><ul> <li data-xf-list-type="ul">Me trying to provide an adequate CR for an encounter for a large group (8+ players);</li> <li data-xf-list-type="ul">Player attitudes and behavior (picking fights when they shouldn't; retreating too late or too early; lack of genuine teamwork; etc.); and</li> <li data-xf-list-type="ul">Just pure luck of the dice rolls (the PCs dealing with a severe challenge very well, but getting wiped out by a comparatively weaker challenge).</li> </ul></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 3697693, member: 871"] I'd recommend the 32 point buy: it gives good stats overall (compared to 25-point buy), and allows all the characters to have the same starting point, rather than the random chance of dice rolling. It'll also allow the players to really build a character (knowing the limits of point buy, they can get the scores that they'd prefer for a certain character concept). However, I wouldn't just say the [I]characters[/I] are the only factor in the TPKs--it may be the players, as well. Perhaps they stay & fight instead of withdrawing from combat. Perhaps they aren't really building the PCs to work well (like too few ranks in Disable Device for the main trapfinding rogue, a ranged combat fighter with a low Dex, etc.). Action points are a nice mechanic to include--it provides a bit of extra edge when necessary. However, they are a limited resource, and if the PCs aren't gaining a level each adventure, then learning when & when not to use them is an issue for the players. If the TPKs are due to the way the players play, then no amount of bonus gear, character creation bonuses, or the like will keep them from a TPK. Or, you may want to review what the circumstances on each TPK were, and each person's role in that (including your own). Are you having the PCs face challenges of a CR much too high for the characters? Do certain player behaviors promote or hasten a TPK? Are the modules your using (if applicable) have miscalculated CRs for the encounters? I've had (too many) TPKs and near-TPKs with a group I run for. However, I've found that many reasons for this are: [list] [*]Me trying to provide an adequate CR for an encounter for a large group (8+ players); [*]Player attitudes and behavior (picking fights when they shouldn't; retreating too late or too early; lack of genuine teamwork; etc.); and [*]Just pure luck of the dice rolls (the PCs dealing with a severe challenge very well, but getting wiped out by a comparatively weaker challenge). [/list] [/QUOTE]
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