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Red Hand of Doom - I feel like a butcher...
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<blockquote data-quote="Lord Zardoz" data-source="post: 3379810" data-attributes="member: 704"><p>How dead is dead? Dropping a character in combat is not a huge issue, if they manage to stabilize. Does each death you mention mean losing the character and having to roll a new one?</p><p></p><p>I have not yet run this adventure, and I expect it to be pretty rough. But, I do have the benefit of having a party consisting of 2 clerics, 1 fighter, and 1 sorcerer. Between the 2 Clerics and having action points that can auto stabilize, its going to be pretty hard to outright kill a character.</p><p></p><p>As a DM, I am pretty dangerous because I usually play enemies as though they are playing for the kill. But I also am pretty lenient out long term character survivability.</p><p></p><p>And Red Hand of Doom does seem to be a very good module, and I look forward to running it.</p><p></p><p>Anyway, dont kick yourself. Given the kind of combat encounters this adventure uses, it should be a hard adventure. Pushing the players hard enough that there is 1 last guy standing is about right for what is meant to be a difficult fight. If I am trying to stage a centerpiece fight, that is exactly the result I aim for.</p><p></p><p>As long as your players are not pissed at you, dont worry about it. It could have been worse. You could have pulled out the Tomb of Horrors on them.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3379810, member: 704"] How dead is dead? Dropping a character in combat is not a huge issue, if they manage to stabilize. Does each death you mention mean losing the character and having to roll a new one? I have not yet run this adventure, and I expect it to be pretty rough. But, I do have the benefit of having a party consisting of 2 clerics, 1 fighter, and 1 sorcerer. Between the 2 Clerics and having action points that can auto stabilize, its going to be pretty hard to outright kill a character. As a DM, I am pretty dangerous because I usually play enemies as though they are playing for the kill. But I also am pretty lenient out long term character survivability. And Red Hand of Doom does seem to be a very good module, and I look forward to running it. Anyway, dont kick yourself. Given the kind of combat encounters this adventure uses, it should be a hard adventure. Pushing the players hard enough that there is 1 last guy standing is about right for what is meant to be a difficult fight. If I am trying to stage a centerpiece fight, that is exactly the result I aim for. As long as your players are not pissed at you, dont worry about it. It could have been worse. You could have pulled out the Tomb of Horrors on them. END COMMUNICATION [/QUOTE]
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