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What to do with a party that keeps dying?
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<blockquote data-quote="Peni Griffin" data-source="post: 3434386" data-attributes="member: 50322"><p>OOG, remind your spellcasters of the joy of healing spells, potions, and wands. If they have item creation feats, carve out some time for them to make them - remember that it can be more time-and-cost effective to make a bunch of low-level potions than one or two higher-powered items. If they don't, give them a source. </p><p></p><p>Don't be afraid to alter the module to gel better with their playstyle and degree of (player) experience. I haven't noticed any "tweak the Schackled City" threads, possibly because I haven't looked for them, but there's lots of discussion of how various people are modifying Red Hand of Doom, which is also lethal.</p><p></p><p>In game - NPCs can set a good example, both as foes (as suggested above) and as allies. In general it's better not to let newbies rely too much on NPCs, but it's not reasonable for them to act like the only people in the world, either. Why shouldn't they have a chance to hire a lower-level band-aid, someone whose sole job is to act as medic? If the module contains organized groups of any kind, they can serve as role-models (positive and negative) and as DM mouthpieces for friendly advice and less-friendly encouragement. If their team tactics really suck, they can get a rep and be jeered at in the streets for not standing by their shield-brethren or having the worst tactics in town. When they go looking for replacements, have a few people show up actively looking for a team, but refusing to work with them when they heard how that last fight went down.</p><p></p><p>Hey, if common sense doesn't work, maybe you can motivate through humiliation. Whatever you do, don't get into a brain-lock situation trying the same thing over and over because you feel like it ought to work. "Ought to" and a buck-fifty'll buy you a really bad cup of coffee.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3434386, member: 50322"] OOG, remind your spellcasters of the joy of healing spells, potions, and wands. If they have item creation feats, carve out some time for them to make them - remember that it can be more time-and-cost effective to make a bunch of low-level potions than one or two higher-powered items. If they don't, give them a source. Don't be afraid to alter the module to gel better with their playstyle and degree of (player) experience. I haven't noticed any "tweak the Schackled City" threads, possibly because I haven't looked for them, but there's lots of discussion of how various people are modifying Red Hand of Doom, which is also lethal. In game - NPCs can set a good example, both as foes (as suggested above) and as allies. In general it's better not to let newbies rely too much on NPCs, but it's not reasonable for them to act like the only people in the world, either. Why shouldn't they have a chance to hire a lower-level band-aid, someone whose sole job is to act as medic? If the module contains organized groups of any kind, they can serve as role-models (positive and negative) and as DM mouthpieces for friendly advice and less-friendly encouragement. If their team tactics really suck, they can get a rep and be jeered at in the streets for not standing by their shield-brethren or having the worst tactics in town. When they go looking for replacements, have a few people show up actively looking for a team, but refusing to work with them when they heard how that last fight went down. Hey, if common sense doesn't work, maybe you can motivate through humiliation. Whatever you do, don't get into a brain-lock situation trying the same thing over and over because you feel like it ought to work. "Ought to" and a buck-fifty'll buy you a really bad cup of coffee. [/QUOTE]
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