The Jester

Disemvowel's page

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The other GM is stepping down and here is an issue I have: heallowed the players to generate PCs using the following method: 4d6, roll 1s over, discard the lowest. Any result under 10 may also be re-rolled. I made a cleric, as an example, under this method. 1st level, human, attributes: 16, 14, 13, 13, 15, 16

Where do these bonuses fall in the scheme of PC power versus a standard, medium tracked campaign? Super Heroes?

I like for players to not have a bonus to every single thing they do, some things just need to be difficult to be meaningful to the story. I also am not a fan of min/max to 'win' D&D. Flaws and hindrances are also to be enjoyed and used in growing the PC.

The players had one session, so no attachment to the PCs yet, but I am leaning in favor of re-doing ability scores.

Advice?


So, what steps did folks take to make the Hex Crawls fun? I began decades ago and am no stranger to HCs, but those were mostly BS and just about killing things. How did you all capture the feeling of exploration, mystery, and wonder? I do not want this to become, "make a check, hmmm...okay 11 dingleberry elves attack you".

Thoughts, please.