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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="hitomikitage" data-source="post: 1888326" data-attributes="member: 25125"><p>Well, my group is nearly done with Region B (and should finish it up tonight.) This leads me to ask what kind of attrition rate other GM's have seen amongst their party. I have had the following casualties:</p><p>Human Favored Soul (class from the Complete Divine) to the multi-colored Sphere room at the end of Region A.</p><p>Human Paladin to the Lightning Trapped water room toward sthe beginning of Region B.</p><p>Lizardman Ranger NPC (from region A) to Shadows in Region F (due to two non-rogue pc's being trapped in the mirror trap room in Region B.)</p><p>Human Cleric of Palor to the Ghoul Paladins in Region B.</p><p></p><p>Also, since the party I am running through is relatively large (8 pcs, with a ninth that shows occasionally) the standard XP system out of the 3.5 DMG seems to work just fine. However, I don't give XP for random encounters or for situations where I have to bump or modify the difficulty of an encounter to handle the added people. As it stands, so far they have only taken casualties from unmodified encounters, and have not seemed to notice much difference in results between the higher challenge stuff and the regularly written stuff. Go figure.</p><p></p><p>I deal with backup characters coming in by placing them in convenient spots for discovery by the party. We had a player join who's character was found in the room in Region A with the shackled skeletons. The backup for the Favored Soul was a half-Orc that abandoned the rest of the Orcs that were waiting for their depressed leader, he was found in the supply room at the end of Region A. The backup for the paladin turned out to be the goblin that was imprisoned in the Gaol in the Goblin King's territory, and the Cleric's backup was found bound and unconscious in the empty room of the four that are attached to the circular room. It has been fairly easy to introduce new characters so far.</p><p></p><p>Thanks,</p><p>Howard Hooven</p></blockquote><p></p>
[QUOTE="hitomikitage, post: 1888326, member: 25125"] Well, my group is nearly done with Region B (and should finish it up tonight.) This leads me to ask what kind of attrition rate other GM's have seen amongst their party. I have had the following casualties: Human Favored Soul (class from the Complete Divine) to the multi-colored Sphere room at the end of Region A. Human Paladin to the Lightning Trapped water room toward sthe beginning of Region B. Lizardman Ranger NPC (from region A) to Shadows in Region F (due to two non-rogue pc's being trapped in the mirror trap room in Region B.) Human Cleric of Palor to the Ghoul Paladins in Region B. Also, since the party I am running through is relatively large (8 pcs, with a ninth that shows occasionally) the standard XP system out of the 3.5 DMG seems to work just fine. However, I don't give XP for random encounters or for situations where I have to bump or modify the difficulty of an encounter to handle the added people. As it stands, so far they have only taken casualties from unmodified encounters, and have not seemed to notice much difference in results between the higher challenge stuff and the regularly written stuff. Go figure. I deal with backup characters coming in by placing them in convenient spots for discovery by the party. We had a player join who's character was found in the room in Region A with the shackled skeletons. The backup for the Favored Soul was a half-Orc that abandoned the rest of the Orcs that were waiting for their depressed leader, he was found in the supply room at the end of Region A. The backup for the paladin turned out to be the goblin that was imprisoned in the Gaol in the Goblin King's territory, and the Cleric's backup was found bound and unconscious in the empty room of the four that are attached to the circular room. It has been fairly easy to introduce new characters so far. Thanks, Howard Hooven [/QUOTE]
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