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Post by π΅ππππ πΏππ π»ππππ on Oct 24, 2017 3:20:21 GMT
I joined the server, never expecting to be a DM, but after my first game doing the actual thing I found it was really cool! Therefore, I am applying to DM, hope I can help.
-Edgy quote
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Post by AlejoTheBearπ» on Nov 5, 2017 21:20:05 GMT
bladeandbow.boards.net/thread/4397/1-2-3-4-5?page=1&scrollTo=21720Test 1: Overall, Fail. Some tips. do not send so many creatures at a party at once unless you are sure you can make combat move at a good pace. even then, id probably avoid doing it. the first battle simply slogged on and was exceptionally unfun for most from what I saw. I will say the wall to limit animal companions was a smart idea. id also recommend working on general encoutner design. it seemed like you were no where near the sweat spot. some of that is crits and crits happen, but it seemed either way to weak or way to strong. i know 1-3 can be difficult but it can, has, and should be done better. id also work on getting players, and pcs, more involved in what you are doing. i know many 1-3s are arenas to get out of rust dagger shank town, but for a test we look for something more involved then that.
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Post by Tom on Nov 6, 2017 19:54:14 GMT
bladeandbow.boards.net/thread/4397/1-2-3-4-5?page=1&scrollTo=21720
Verdict: Fail
I will agree with NOTnpc here. Adding more creatures is generally a terrible way to add difficulty to an encounter for a variety of reasons. The biggest is that it's not very interesting as a player to slog through an encounter against 23 very weak enemies. This compound with that when you have 20 individual enemies the players are not playing most of the game, you're spending half the game moving your characters around and they're just waiting. Also, this is a game of random numbers, but if your're rolling 23 turns the chance of criticals is no longer a rare thing, which depending on the enemies can be really bad.
As far as other option, use few amounts of slightly more powerful enemies, or introduce other elements that make the encounter hard without changing the actual difficulty of the enemies. Terrain can be a good way to do this, difficult terrain can be a really good way to do this. Different elevations at lower levels can be a huge deal, less so at higher levels as people get ways to fly.
Also there were a few hiccups with system knowledge in there, in particular consistently not understanding fighting defensively and total defense. These are fairly basic thing from the combat game masters section in the books/srds, if you have time go read and refresh yourself on these.
Also, as NOTnpc said the story here was... very lax and non-engaging. This is fine after you pass your tests, but the tests are suppose to be you putting you best foot forward, have some non-combat encounters in there, at least try and get the players a little deeper engaged into the game then, "kill the goblins." Combat is not the only thing in these games, and we want to see that you as a gm are capable of running more then simple combats.
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Post by π΅ππππ πΏππ π»ππππ on Nov 7, 2017 19:34:06 GMT
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Post by AlejoTheBearπ» on Nov 8, 2017 18:19:42 GMT
the above sheet had mistakes after jimmys approval.
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