
Nunkeymutts |
Nunkeymutts wrote:It might be easier to make smaller dungeons.Some advice please...
Is it possible to run sleep as a mechanism to effectively heal a party? My issue is that 8 hrs = 1hp, which is enough to bring PCs back from the brink, but little else. Also - during this time - would you run a dice roll for a random monster encounter? (To balance the mechanic). In which case - sleep might actually aggravate the dire need for healing.
Further still - what do you do if the party is only half way through a dungeon crawl (for example), and it's clear that they need to heal/replenish stocks etc.
Would you let them leave to replenish supplies, and partially restock the dungeon or alter the scenario in some way to re-balance the game?
Just looking for suggestions to avoid TPK if it starts to look like a certainty without nerfing the rest of the encounters. At least if the party have to leave and heal/replenish supplies I can impose a financial penalty.
Any suggestions?
To be honest - it's a pretty small module (Fallen Fortress) - but because the characters are all level 1 (and inexperienced) things can get a bit volatile.
I want the party to run the very real risk of dying. I'm getting back into RPG after loosing touch with them in the mid 80's - and in 1st Edition Basic, death was a constant and regular part of the game. In some respects this was great - and levelling up was a real achievement. The drawback was the constant disruption to game flow/narrative.
I'm trying to keep the threat real (and separate the experience from Skyrim style reload) - but offer a few safety nets for the cautious/inexperience low level players.