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General Tabletop Discussion
*TTRPGs General
What kind of encounters would you prepare for 8 first level PCs?
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<blockquote data-quote="RC Hagy" data-source="post: 1148921" data-attributes="member: 6164"><p>1) Sightings - Players are not the only ones to fail Hide and Move Silently checks. Never give enough to know the exact creatures, but enough to have a few suspects for the PCs to make basic plans.</p><p>OOC knowledge deserves a d50 upside the noggin...</p><p></p><p>2) Pick a few off- Sleep poisons (blowguns, arrows, spells), subdual damage (very underrated), ability damage. Helps to get the PCs numbers down to the base CR/EL usually recommended (see 3). </p><p>This way they have time to make plans for moving on or withdrawal. Helps to avoid a potential 'be damned if they will take me' mode of thought. </p><p>The more time they have to think and plan should increase survival chances.</p><p></p><p>3) Waves - I love waves... the sun setting, the lap lap lap of the kobolds/goblins/ettercaps... nothing better. Waves also give players with 'out off action' PCs a chance to use some NPCs and help out the DM to boot. Waves allow a steady increase of enemy strength as well as PC increase of 'let us get out of here!' (hopefully).</p><p></p><p>4) Deception - all of the above lets one go and slap everyone up side the head with an odd situation that was not really a given with previous information. Instead of a hobgoblin or two leading goblins switch to some renegade/exiled Lizardfolk. Who being away from their marsh areas have gotten ill (so one could use more of them)... well ill enough for the PCs to defeat if not the gobs.</p><p></p><p>There is always spliting up a big party... >shiver<.</p><p></p><p></p><p>Hagy</p><p>Vermont</p><p></p><p>Edit:</p><p>Castellan beat me to the waves... what I get for watch the tube while typing.</p></blockquote><p></p>
[QUOTE="RC Hagy, post: 1148921, member: 6164"] 1) Sightings - Players are not the only ones to fail Hide and Move Silently checks. Never give enough to know the exact creatures, but enough to have a few suspects for the PCs to make basic plans. OOC knowledge deserves a d50 upside the noggin... 2) Pick a few off- Sleep poisons (blowguns, arrows, spells), subdual damage (very underrated), ability damage. Helps to get the PCs numbers down to the base CR/EL usually recommended (see 3). This way they have time to make plans for moving on or withdrawal. Helps to avoid a potential 'be damned if they will take me' mode of thought. The more time they have to think and plan should increase survival chances. 3) Waves - I love waves... the sun setting, the lap lap lap of the kobolds/goblins/ettercaps... nothing better. Waves also give players with 'out off action' PCs a chance to use some NPCs and help out the DM to boot. Waves allow a steady increase of enemy strength as well as PC increase of 'let us get out of here!' (hopefully). 4) Deception - all of the above lets one go and slap everyone up side the head with an odd situation that was not really a given with previous information. Instead of a hobgoblin or two leading goblins switch to some renegade/exiled Lizardfolk. Who being away from their marsh areas have gotten ill (so one could use more of them)... well ill enough for the PCs to defeat if not the gobs. There is always spliting up a big party... >shiver<. Hagy Vermont Edit: Castellan beat me to the waves... what I get for watch the tube while typing. [/QUOTE]
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What kind of encounters would you prepare for 8 first level PCs?
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