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Please help out some new GM's with a few questions
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<blockquote data-quote="D1Tremere" data-source="post: 7638213" data-attributes="member: 61148"><p>1) As multiple people have stated, gear really doesn't matter unless you are talking about magic items. At that point it is really up to a DM/Group as to how much magic they want to use in the campaign. High magic campaigns should maybe use the rules for purchasing magic items in Xanathar's Guide. Either way, if you ever feel the party is not being challenged enough by encounters just add more HP to the enemies. Flavor to taste as they say.</p><p></p><p>2/3) Wizards are more flexible in their spell allotment, both in terms of spells available and number of spells. This will never be so flexible that the Wizard will always have the right spell for everything. If you want to adjust that (more of a high magic campaign) you can have them find more scrolls or spellbooks, or give them the opportunity to get a wand of something they find useful. One thing to remind the wizard of, they can cast any spell in their book that has the ritual tag without having it prepared at the cost of time. Loading up on rituals can make them very flexible indeed.</p><p></p><p>4) Aside from the optional rules in the DMs guide, do not forget that Rogues take special advantage at having their enemy engaged with their friend/s. If this is something the party really wants, they can always multi-class into rogue as well. </p><p></p><p>*One thing the rules do not do a good job of telling players is that at some point you (as a group) have to set the sliders for your game. How magic intensive, how lethal, how narrative/simulation do you all want your game to be? These things are often discussed during a special pre-session before a campaign officially begins (refereed to sometimes as a session-0). Once you have all set your expectations, many of the questions that come up will be a lot easier to adjudicate.</p></blockquote><p></p>
[QUOTE="D1Tremere, post: 7638213, member: 61148"] 1) As multiple people have stated, gear really doesn't matter unless you are talking about magic items. At that point it is really up to a DM/Group as to how much magic they want to use in the campaign. High magic campaigns should maybe use the rules for purchasing magic items in Xanathar's Guide. Either way, if you ever feel the party is not being challenged enough by encounters just add more HP to the enemies. Flavor to taste as they say. 2/3) Wizards are more flexible in their spell allotment, both in terms of spells available and number of spells. This will never be so flexible that the Wizard will always have the right spell for everything. If you want to adjust that (more of a high magic campaign) you can have them find more scrolls or spellbooks, or give them the opportunity to get a wand of something they find useful. One thing to remind the wizard of, they can cast any spell in their book that has the ritual tag without having it prepared at the cost of time. Loading up on rituals can make them very flexible indeed. 4) Aside from the optional rules in the DMs guide, do not forget that Rogues take special advantage at having their enemy engaged with their friend/s. If this is something the party really wants, they can always multi-class into rogue as well. *One thing the rules do not do a good job of telling players is that at some point you (as a group) have to set the sliders for your game. How magic intensive, how lethal, how narrative/simulation do you all want your game to be? These things are often discussed during a special pre-session before a campaign officially begins (refereed to sometimes as a session-0). Once you have all set your expectations, many of the questions that come up will be a lot easier to adjudicate. [/QUOTE]
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