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<blockquote data-quote="Rhenny" data-source="post: 6367086" data-attributes="member: 18333"><p>Have fun with the game.</p><p></p><p>Don't sweat the detail. Player wants to do something interesting, ability check with possible add in for specific proficiency or expertise.</p><p></p><p>Have players learn move+action+bonus action (if they have one). Remind them they can move, attack, move, attack (if they have multiple attacks and enough movement left after the first move, attack).</p><p></p><p>Let them do an incidental action as part of a move like stated in the guide (open a door if it isn't stuck, sheathe or unsheathe a weapon, change a weapon, pick up an easy to grasp item, etc.) - by letting them do these things you'll see how creative and active the game can really become.</p><p></p><p>Be careful with paralysis condition (ghouls, etc.). Any attack on a paralyzed (or unconscious) creature gains advantage to hit and any hit counts as a critical hit.</p><p></p><p>Play around with the monster assortment and numbers to get the feel for it. The encounter design guidelines are a start, but they aren't exact. If any average or low average PC is attacked by 2 or more monsters it is very dangerous (especially if they have multi-attack). Also, area of effect spells or attacks are also quite dangerous.</p><p></p><p>To make sure I don't overwhelm or kill players too often (especially at lower levels) I tend to use a lot of encounters that are rated easy or medium, and then if I want more difficulty, I add reinforcements or a new threat that comes in a few rounds later (when I already know that the PCs have a handle on the encounter). </p><p></p><p>Enjoy.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6367086, member: 18333"] Have fun with the game. Don't sweat the detail. Player wants to do something interesting, ability check with possible add in for specific proficiency or expertise. Have players learn move+action+bonus action (if they have one). Remind them they can move, attack, move, attack (if they have multiple attacks and enough movement left after the first move, attack). Let them do an incidental action as part of a move like stated in the guide (open a door if it isn't stuck, sheathe or unsheathe a weapon, change a weapon, pick up an easy to grasp item, etc.) - by letting them do these things you'll see how creative and active the game can really become. Be careful with paralysis condition (ghouls, etc.). Any attack on a paralyzed (or unconscious) creature gains advantage to hit and any hit counts as a critical hit. Play around with the monster assortment and numbers to get the feel for it. The encounter design guidelines are a start, but they aren't exact. If any average or low average PC is attacked by 2 or more monsters it is very dangerous (especially if they have multi-attack). Also, area of effect spells or attacks are also quite dangerous. To make sure I don't overwhelm or kill players too often (especially at lower levels) I tend to use a lot of encounters that are rated easy or medium, and then if I want more difficulty, I add reinforcements or a new threat that comes in a few rounds later (when I already know that the PCs have a handle on the encounter). Enjoy. [/QUOTE]
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