| veyren |
Hello all. My group is transitioning between games pretty soon, so I suggested a concept for a 6 - 12 session HARD dungeon that I would run. I haven't really power gamed, or DM'd much past level 6, so I'll explain the format of this game and maybe you can help me with some diabolical challenges, and overall what to account for.
- All non-third party material allowed.
- The DM does not get to see the character sheets, it is self regulated
- Everyone starts at level 9, no background needed, commensurate starting gold, no item greater than 50% of this gold.
- Point buy of 35, Subtract (Race points - 10) from this.
- Character descriptions at beginning of game can be misleading for DM. i.e. the Fighter has an illusion up to make him look like the Mage.
- No ad-hoc adjustments for balance, I want to account for things ahead of time or they stomp the dungeon.
- Leadership allowed, though cohorts have 25 point buy.
So I want to make a very hard dungeon that would wipe non-power gamers, with the hope that it becomes challenging for this well oiled machine. I'm thinking it will have some mechanic that only allows a certain amount of beings in it, and that at a certain amount of deaths, the players fail entirely. This way, they can have an encampment of backup characters, but have an in game reason to swap out/replace.
Any and all advice would be appreciated. Whether it is things I need to account for before we start, or just mastermind level challenges.