PC Prep Advice


Advice


So traditionally in my campaigns the groups I've played with have gotten to an encounter that I call the "Act Together" (as in, get your act together) encounter, where afterwards the party realizes (hopefully) that they've entered into a new monster/challenge paradigm. I encourage my players to strategize with one another, prepare spells and abilities that mesh and work together well, and ask them four or five times before heading into a dungeon crawl whether they want to make preparations.

Now, I'm against hand-holding, but sometimes groups have a bit of trouble figuring out what items/spells/tactics are good to have to ensure their survival and I give them hints. Usually this involves the typical stuff like potions of restoration, wands of dispel magic, remove curse, etc. etc. and for the most part they figure out that they need to start investing in things to keep themselves alive and not blind/missing limbs.

With that said, and unless there's a link to something that has all this, for posterityI wanted to know if any of you had items or spells or tactics that you'd consider good advice for parties that are less experienced, or even things that others may not have considered. I'm talking about stuff like: "Smokestick lets you make stealth checks on practically open ground because of the cover it provides," and not so much, "You'll probably need a scroll of resurrection. And healing wands. Those too."


For home games, really I think the main thing is to think laterally. Consider new uses for old items.

There's been several thread about this exact thing in PFS (what items to prepare for different types of issues), but the encounters there have commonalities that don't necessarily apply in your home game.

In PFS, "you'll need healing wands" _is_ good advice, because you can get one immediately after your first adventure, and in general you're expected to take care of your own healing. Even if you can't use it, chances are there's someone with UMD or CLW on their spell list in the party so not being able to use it by yourself is no excuse.


One of the things I used to do was to arrange encounters designed to teach a point.

There were the bandits who use alchemical items, the fighters with exotic weapons, the monk clan who just drank two potions, etc.

Even players who are a bit slow will realize 'hey, that archer with a flying potion is murdering us'. Eventually.

You can also provide an NPC who tags along for a while, and casts the right spell. Mage armor and magic missile vs. shadows, etc.


It is sometimes hard for players to realize something is good unless they get smacked in the face with it first or are just outright told. Designing encounters with several custom NPC's can get old real quick, especially if there is more than one.

Start with the basics. Have every group of enemies flank and charge, use cover and concealment (especially darkness), maneuver around difficult terrain, use stealth, acrobatics around your PC's, combat maneuvers! If you aren't already start using surprise rounds.

I would start with the mundane and more common sense stuff and slowly move to more complex tactics and spells.

-Have something start using cornugon smash and intimidate.
-All "basic" enemies shall have no fewer than one potion and two alchemical items
-Throw a bard in there and go to town with the buffs.
-Grease is a pretty fantastic spell, it's annoying but it won't be killing anybody by itself. A perfect way to teach a lesson without having to take your kid gloves off. Use it to make a PC drop their weapon or fail a balance check.
- Wind wall and fickle winds are two of the most criminally underused spells in the game. Use it to shut down the range game.
-A wizard or witch with the improved familiar feat has a familiar using wands
-Have the party fight and invisible summoner, it will make them cry.
-If your party likes to bunch together hit them with spells like confusion, slow, fear or the always popular fireball. Especially effective in those dungeon crawls, so cramped!

The list goes on but after a while it starts to look less like a teaching template and more like a torture manual but you get the idea. I am curious just how experienced is your party?


Oh, I have three parties going right now. They range from experienced to good at rolling dice. This isn't so much advice for me to help out the party, as my players are pretty sharp and I can help them along pretty well, but I'm thinking this would be a good exercise to help out anyone who might stumble upon this thread. A sort of one-stop shop for DM/player in-game preparation stuff.

One thing I've seen is that players are incredibly reactionary. They'll fight a bunch of werewolves and go out and buy silvered weapons, and then a handful of undead and decide they need holy water. I suppose a checklist of items you probably want could be useful.

Like Caltrops. Those things are great for an archer or for a more ranged-oriented party to make opposing melee creatures have a rough time, and they stop charges cold. Thunderstones can be a great way to take care of, or at least help with, an opposing wizard with the deafness failure chances.

The responses have been good, and I hope they continue!

Sczarni

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"Before I let you maggots out into the real world, I promised your miserably crying mothers I would make sure you were actually up to the task!" - Drill Instructor

Bootcamp is not a bad idea. Whoever is sending them on a mission just happens to be a retired Paladin (or whatever else super AC/Saves class you like) with an AC of 24 or so. Just design the encounter / mini module to be just beyond the characters non-critical hit range. They should need to work together and to see the importance of teamwork. (+2 Flanking, +2 Aid Other). As an added bonus, the DI figure can actually instruct the group if they are not getting the point.

This will show them the importance of thought and tactics in combat.

To leave the bootcamp, the key is hidden inside the barracks (DC 25 or so). They will need to Aid Other to get past this one.

Have a couple other groups also inside the Camp that the PCs can interact with the get tips and tricks based on Diplomacy (Gather Information), Bluff, or Intimidate as appropriate. . .

Allow the PCs to use K. Local, K. History, K. Nobility etc. to get some level of special insight in to how the camp works and how to meet some of the encounters laterally so they can begin to think appropriately about encounters.

Let the DI have a plethora of beasts with special DR and SLAs and encourage the players to make appropriate Knowledge checks to figure out the weaknesses and strengths so they can prepare.
"Not bad today, recruit, but tomorrow you're up against a pair of Skeletons. Not so easy as the canary you fought today!"

One gruff and rude but friendly NPC, 2-3 hours, and you can have them all up to speed, all in character.

I actually have my one cheat-sheet I use for accomplishing this very thing, if you want just PM me, or I could post to the Guides Section.

As the group progresses, they can have flashbacks to their drill instructor yelling at their incompetence.

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