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Starting a New Game with Complete Newbies
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<blockquote data-quote="Dunjin" data-source="post: 1151622" data-attributes="member: 14572"><p>Thanks again! I love reading these. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For enemies, I've planned a mixture of half-orcs, humans, and possibly hobgoblins. They're slavers who don't really know what they have in the PCs (the PCs have value beyond slavery to some mysterious figure), but they have instructions not to overly damage them (besides, killing a slave is like tossing out money--right?). Subdual damage will be most common, at least until they've angered the band of slavers enough that the slavers ask for their heads. That's assuming they don't just manage to sneak out--the slavers aren't too numerous, and they're not too smart, and the prison is underground, so there won't be much use for ranged weapons beyond thrown daggers and other short-range stuff. </p><p></p><p>That said, smart play can help them, too. Obviously it'll likely be easier to talk your way past a half-orc (not too smart) than a hobgoblin (raised under a lawful evil society, no minuses to Intelligence or Charisma). I'll let the group roll Knowledges to figure these things out. I'll have NPCs flank enemies if the players don't do it themselves. The ex-paladin can shout out tactical advice if they're doing poorly, but the poster above is right--D&D newbies usually come up with much more interesting combats than your average "I flank, I grapple, I tumble" fights seen with more "seasoned" groups. </p><p></p><p>Thanks for the guideline to keep the CR of the BBEG low. Party level + 2 sounds about right. </p><p></p><p>More!</p></blockquote><p></p>
[QUOTE="Dunjin, post: 1151622, member: 14572"] Thanks again! I love reading these. :) For enemies, I've planned a mixture of half-orcs, humans, and possibly hobgoblins. They're slavers who don't really know what they have in the PCs (the PCs have value beyond slavery to some mysterious figure), but they have instructions not to overly damage them (besides, killing a slave is like tossing out money--right?). Subdual damage will be most common, at least until they've angered the band of slavers enough that the slavers ask for their heads. That's assuming they don't just manage to sneak out--the slavers aren't too numerous, and they're not too smart, and the prison is underground, so there won't be much use for ranged weapons beyond thrown daggers and other short-range stuff. That said, smart play can help them, too. Obviously it'll likely be easier to talk your way past a half-orc (not too smart) than a hobgoblin (raised under a lawful evil society, no minuses to Intelligence or Charisma). I'll let the group roll Knowledges to figure these things out. I'll have NPCs flank enemies if the players don't do it themselves. The ex-paladin can shout out tactical advice if they're doing poorly, but the poster above is right--D&D newbies usually come up with much more interesting combats than your average "I flank, I grapple, I tumble" fights seen with more "seasoned" groups. Thanks for the guideline to keep the CR of the BBEG low. Party level + 2 sounds about right. More! [/QUOTE]
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