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Red Hand of Doom - help for a new GM
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<blockquote data-quote="hackmastergeneral" data-source="post: 3653687" data-attributes="member: 27925"><p>Ok, I started my current group running Worlds Largest Dungeon. We got 1/3 of the way through the second dungeon, and were bored to tears, so I switched to RHofD. Seems much more interesting.</p><p></p><p>I have a largish group. Anywhere from 5-9, depending on who shows up. Group dynamics looks like this:</p><p></p><p>I run an NPC Healer/Combat Medic. In WLD, noone was going to play a cleric, and not having any healing was a quick way towards TPK. The Healer class works perfectly for an NPC walking band-aid - little to no combat ability, so no way to "steal the spotlight" from the players, and a total focus on healing means she works the niche well. Plus, if they get a Cleric later (as they seem to have) it frees his player up to play exactly the kind of cleric he wants to, without worrying about depriving the party of needed healing spells.</p><p></p><p>The party consists of a Monk/Arcane Fist, Fighter, Ninja, Wizard, Lizardfolk Ranger. Those are the "guarantees" of the group - always there. The guy who plays the Wizard, his 13 year old son is with him for the summer, so he made up a Paladin. Another guy, who has yet to play, made up a Cleric - with Strength and Destruction as his domains. My wife MAY join, and another lady may show yup as well.</p><p></p><p>Those who have run this adventure - what is the best way of jacking up the difficulty to deal with the large group size without also ruining the XP scale?</p></blockquote><p></p>
[QUOTE="hackmastergeneral, post: 3653687, member: 27925"] Ok, I started my current group running Worlds Largest Dungeon. We got 1/3 of the way through the second dungeon, and were bored to tears, so I switched to RHofD. Seems much more interesting. I have a largish group. Anywhere from 5-9, depending on who shows up. Group dynamics looks like this: I run an NPC Healer/Combat Medic. In WLD, noone was going to play a cleric, and not having any healing was a quick way towards TPK. The Healer class works perfectly for an NPC walking band-aid - little to no combat ability, so no way to "steal the spotlight" from the players, and a total focus on healing means she works the niche well. Plus, if they get a Cleric later (as they seem to have) it frees his player up to play exactly the kind of cleric he wants to, without worrying about depriving the party of needed healing spells. The party consists of a Monk/Arcane Fist, Fighter, Ninja, Wizard, Lizardfolk Ranger. Those are the "guarantees" of the group - always there. The guy who plays the Wizard, his 13 year old son is with him for the summer, so he made up a Paladin. Another guy, who has yet to play, made up a Cleric - with Strength and Destruction as his domains. My wife MAY join, and another lady may show yup as well. Those who have run this adventure - what is the best way of jacking up the difficulty to deal with the large group size without also ruining the XP scale? [/QUOTE]
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