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Starting a 5E campaign - any tips from 5E "veterans?"
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<blockquote data-quote="redrick" data-source="post: 6519370" data-attributes="member: 6777696"><p>Character creation is much faster than 4e (though not quite as fast as the Labyrinth Lord character I just created.) Personally, I find rolling on the random tables to choose background and the various traits, ideals, flaws, etc to be <strong>fun</strong>, and I spent an evening creating NPCs that way for my first session. (Don't do that, though. It's still a waste of time for 10 NPCs...) Since so many of the build options (feats, subclasses, etc) happen at higher levels, even your mildly optimizing players might be able to fly through character generation. Not sure how fast it goes with point buy, as we have just been rolling for abilities.</p><p></p><p>Because of this faster character generation, this means that re-rolling first level characters after a death isn't that hard. If you aren't planning on keeping all your PCs alive from start to finish of your campaign, I would recommend not pulling any punches if there is a character death early in play. The dead player can roll up a new character, and you'll put the fear of God into your players. It was the best part of my first D&D 5e session. My players learned to fear small groups of goblins.</p><p></p><p>Also, if you're doing an undead campaign, watch out for the zombie fortitude feature. Not so much for any balance/dead character issues, but more just because you can easily drag a simple combat on forever when those last couple of zombies just keep making their con saves. Over and over and over again. It's the only time I've ever fudged die rolls in this campaign. "Wow! He rolls a 4 on his con save! And the other zombie does too! Yeah, I know, he actually rolled a negative number!"</p></blockquote><p></p>
[QUOTE="redrick, post: 6519370, member: 6777696"] Character creation is much faster than 4e (though not quite as fast as the Labyrinth Lord character I just created.) Personally, I find rolling on the random tables to choose background and the various traits, ideals, flaws, etc to be [B]fun[/B], and I spent an evening creating NPCs that way for my first session. (Don't do that, though. It's still a waste of time for 10 NPCs...) Since so many of the build options (feats, subclasses, etc) happen at higher levels, even your mildly optimizing players might be able to fly through character generation. Not sure how fast it goes with point buy, as we have just been rolling for abilities. Because of this faster character generation, this means that re-rolling first level characters after a death isn't that hard. If you aren't planning on keeping all your PCs alive from start to finish of your campaign, I would recommend not pulling any punches if there is a character death early in play. The dead player can roll up a new character, and you'll put the fear of God into your players. It was the best part of my first D&D 5e session. My players learned to fear small groups of goblins. Also, if you're doing an undead campaign, watch out for the zombie fortitude feature. Not so much for any balance/dead character issues, but more just because you can easily drag a simple combat on forever when those last couple of zombies just keep making their con saves. Over and over and over again. It's the only time I've ever fudged die rolls in this campaign. "Wow! He rolls a 4 on his con save! And the other zombie does too! Yeah, I know, he actually rolled a negative number!" [/QUOTE]
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Starting a 5E campaign - any tips from 5E "veterans?"
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