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Question about adapting a module for fewer players (Emerald stay out!)
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<blockquote data-quote="Joshua Randall" data-source="post: 1253383" data-attributes="member: 7737"><p>Agree with Buttercup - have the monsters run away; have the dumb ones use crappy tactics. (No bullrushing the PCs off the cliff; monsters don't go out of their way to flank PCs; monsters don't use readied actions.)</p><p> </p><p>Sprinkle healing potions around liberally, and hope that your PCs actually use them. (My players like to hoard them for "someday" - and then wonder why I am exasperated when they die with 3 potions of <em>cure moderate wounds</em> in their pack.)</p><p> </p><p>Give the PCs somewhere safe to rest. They can withdraw from the dungeon, or find a single-entrance room and spike the door shut. Don't punish them for this, either. (That can wait for when they start abusing <em>rope trick</em>.)</p><p> </p><p>You could try an idea from Neverwinter Nights: on its easiest setting, no monster can ever confirm a critical hit on a PC (but PCs can still confirm crits on monsters). Believe or not this makes a huge difference, especially at low levels when a single crit from a greataxe or greatsword can kill a PC.</p><p> </p><p>If you want to be really thorough, re-do all encounters so the EL is about 1/2 to 3/4 of what it should be for a standard party of 4 PCs. However, this can quickly get to be a pain in the butt, so I usually just make changes by gut feel. ("Six kobolds and two dire rates listed, eh? Well, four kobolds and one rat seems about right.")</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1253383, member: 7737"] Agree with Buttercup - have the monsters run away; have the dumb ones use crappy tactics. (No bullrushing the PCs off the cliff; monsters don't go out of their way to flank PCs; monsters don't use readied actions.) Sprinkle healing potions around liberally, and hope that your PCs actually use them. (My players like to hoard them for "someday" - and then wonder why I am exasperated when they die with 3 potions of [i]cure moderate wounds[/i] in their pack.) Give the PCs somewhere safe to rest. They can withdraw from the dungeon, or find a single-entrance room and spike the door shut. Don't punish them for this, either. (That can wait for when they start abusing [i]rope trick[/i].) You could try an idea from Neverwinter Nights: on its easiest setting, no monster can ever confirm a critical hit on a PC (but PCs can still confirm crits on monsters). Believe or not this makes a huge difference, especially at low levels when a single crit from a greataxe or greatsword can kill a PC. If you want to be really thorough, re-do all encounters so the EL is about 1/2 to 3/4 of what it should be for a standard party of 4 PCs. However, this can quickly get to be a pain in the butt, so I usually just make changes by gut feel. ("Six kobolds and two dire rates listed, eh? Well, four kobolds and one rat seems about right.") [/QUOTE]
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