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Surviving low-level old school D&D
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<blockquote data-quote="Corathon" data-source="post: 4804406" data-attributes="member: 22238"><p>Some PC deaths are bound to happen at low level (And higher levels, too), but there are ways to minimize the number/frequency of such deaths.</p><p></p><p>1) Hirelings</p><p>If you only have 4 PCs, that's a dangerously small group. Hirelings (zero-level fighters) should be acquired as soon as possible. For evil or neutral groups, these may be just cannon fodder, but even for good groups, they're a good idea. More attack rolls mean more hits on the enemy.</p><p></p><p>2) War dogs</p><p>A 2+2 HD war dog is probably better than the party's fighters in both attacks and hit points. Having one along can be a big help.</p><p></p><p>3) Smart tactics</p><p>These include basics like mapping, gathering intelligence, use of missiles, forming a defensive line, planning your objectives, and running away from anything that you think is too tough.</p><p></p><p>4) The "hovering on death's door" rule</p><p>The rule that character isn't dead at zero HP was in the first edition DMG as an option. Using it reduces lethality.</p><p></p><p>5) Giving first level characters at least average HP</p><p>This is an optional rule from <em>Unearthed Arcana</em>. For example, using this rule a fighter with d10 hit die (average 5.5) will have at least 6 HP at first level. Some people house-ruled maximum HP at 1st level, though I think that's going too far, myself.</p><p></p><p>6) If the adventure is near (perhaps beneath) a town, fort, or other "home base", many PCs can be saved that would otherwise die. The <em>slow poison</em> and <em>death's door</em> spells can return nominally dead PCs. Of course the NPC clerics that cast such things will want something in return, but that's just a way to dispose of excess loot, or grist for more adventures.</p></blockquote><p></p>
[QUOTE="Corathon, post: 4804406, member: 22238"] Some PC deaths are bound to happen at low level (And higher levels, too), but there are ways to minimize the number/frequency of such deaths. 1) Hirelings If you only have 4 PCs, that's a dangerously small group. Hirelings (zero-level fighters) should be acquired as soon as possible. For evil or neutral groups, these may be just cannon fodder, but even for good groups, they're a good idea. More attack rolls mean more hits on the enemy. 2) War dogs A 2+2 HD war dog is probably better than the party's fighters in both attacks and hit points. Having one along can be a big help. 3) Smart tactics These include basics like mapping, gathering intelligence, use of missiles, forming a defensive line, planning your objectives, and running away from anything that you think is too tough. 4) The "hovering on death's door" rule The rule that character isn't dead at zero HP was in the first edition DMG as an option. Using it reduces lethality. 5) Giving first level characters at least average HP This is an optional rule from [I]Unearthed Arcana[/I]. For example, using this rule a fighter with d10 hit die (average 5.5) will have at least 6 HP at first level. Some people house-ruled maximum HP at 1st level, though I think that's going too far, myself. 6) If the adventure is near (perhaps beneath) a town, fort, or other "home base", many PCs can be saved that would otherwise die. The [I]slow poison[/I] and [I]death's door[/I] spells can return nominally dead PCs. Of course the NPC clerics that cast such things will want something in return, but that's just a way to dispose of excess loot, or grist for more adventures. [/QUOTE]
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