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The Abyssal Campaign (~260pg).
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<blockquote data-quote="Li Shenron" data-source="post: 1373744" data-attributes="member: 1465"><p>I am really looking forward to! I won't do it right now, we currently have a party of 4th level characters, and a couple of the players haven't yet played at levels higher than that, therefore I would not like to have them "jump" to 6th (the reason being only that I know they will be dazzled by having too many new options - especially spells - to choose from all of a sudden, not because I think it would be "unfair" or anything...). Also we are starting in a few days The Forge Of Fury, and I already ready for it <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>But I want to ask you a suggestion, and maybe I'll even make an entire new thread about it later today... You say that your party had to flee a few times. Often we had the problem that our players (including myself when I am a player) tend to very rarely flee! Some of us have a limited experience with D&D and don't know about many monsters, since they don't even own the Monster Manual, therefore they normally have no idea how challenging a monster they haven't heard before could be. I am facing this question now for Forge of Fury, [spoiler]in the case of the Roper: I am sure that those players have no clue that the Roper with CR 10 is almost impossible to beat without losing some PCs, how can they understand they must not fight it when I say "you see a stalagmite move and open a toothy mouth and a scary eye"?[/spoiler] How do you usually hint to players that the opponent they are facing is a suitable challenge or is otherwise too strong to fight? Do visual clues and description hint enough in your experience?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1373744, member: 1465"] I am really looking forward to! I won't do it right now, we currently have a party of 4th level characters, and a couple of the players haven't yet played at levels higher than that, therefore I would not like to have them "jump" to 6th (the reason being only that I know they will be dazzled by having too many new options - especially spells - to choose from all of a sudden, not because I think it would be "unfair" or anything...). Also we are starting in a few days The Forge Of Fury, and I already ready for it :) But I want to ask you a suggestion, and maybe I'll even make an entire new thread about it later today... You say that your party had to flee a few times. Often we had the problem that our players (including myself when I am a player) tend to very rarely flee! Some of us have a limited experience with D&D and don't know about many monsters, since they don't even own the Monster Manual, therefore they normally have no idea how challenging a monster they haven't heard before could be. I am facing this question now for Forge of Fury, [spoiler]in the case of the Roper: I am sure that those players have no clue that the Roper with CR 10 is almost impossible to beat without losing some PCs, how can they understand they must not fight it when I say "you see a stalagmite move and open a toothy mouth and a scary eye"?[/spoiler] How do you usually hint to players that the opponent they are facing is a suitable challenge or is otherwise too strong to fight? Do visual clues and description hint enough in your experience? [/QUOTE]
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