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*Dungeons & Dragons
Running Death House one-shot
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<blockquote data-quote="Xaelvaen" data-source="post: 7256555" data-attributes="member: 6681906"><p>It's been a long while since I ran Death House, so the specifics to evade me a bit at the moment. As far as general advice, when I run for new players (or public play groups nearby), I typically don't pull any punches until after one incredibly hard/difficult situations. Two of the characters hit 0 and sit out a battle because one of them was the healer - that might be an example. After that, then I have a good gauge of what they can do and will nerf encounters appropriately.</p><p></p><p>The nerfing I use primarily (because it doesn't take preparation time) is to store back my critical hits for the monsters. I keep a tally of how many 20s I get, turn the attack into a normal hit, and then use the 20s later when the party is at better positions to handle them. I'll replace a hit (never a miss!) with one of those stored back 20s. I typically use them right at a start of battle to get that adrenaline going quickly. In this manner, I can 'challenge' my players with predictable accuracy (on my end), and never have some random roll kill new players.</p><p></p><p>Now, in my full-time campaign, may the 20s rain.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7256555, member: 6681906"] It's been a long while since I ran Death House, so the specifics to evade me a bit at the moment. As far as general advice, when I run for new players (or public play groups nearby), I typically don't pull any punches until after one incredibly hard/difficult situations. Two of the characters hit 0 and sit out a battle because one of them was the healer - that might be an example. After that, then I have a good gauge of what they can do and will nerf encounters appropriately. The nerfing I use primarily (because it doesn't take preparation time) is to store back my critical hits for the monsters. I keep a tally of how many 20s I get, turn the attack into a normal hit, and then use the 20s later when the party is at better positions to handle them. I'll replace a hit (never a miss!) with one of those stored back 20s. I typically use them right at a start of battle to get that adrenaline going quickly. In this manner, I can 'challenge' my players with predictable accuracy (on my end), and never have some random roll kill new players. Now, in my full-time campaign, may the 20s rain. [/QUOTE]
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