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| #1KravellJul 08, 2014 6:44:24 | I've read some of the concerns with the monsters for 5E. I looked over the adventure for the Starter Set and I see some solid DMing advice to help out a 1st level party. Spoilers ahead.
In the first level adventutre, the DM is advised of at least two ways the party can take on the bugbear, wolf, and two gobs other than head on only.
First, the party can rescue an NPC fighter. The fighter will stick around until the PCs reach the city. A nice piece of advice is included on how to run an NPC (ie play him like a real person with his own goals and who wants to live).
Second, the party can sneak up on the bugbear by climbing up a chimney. This option is mentioned in both areas--where the chimney starts and where it ends. The bugbear will be surprised by a party climbing up the chimney.
In a later adventure, more advice is given to the DM if the PCs decide to use disguise instead of straight on attack to enter a lair.
I think the advice for a new DM is really solid here. And the game should encourage players to think about more than just hacking away at monsters. Using the environment, allies, and information to succeed as well as swords and spells and sneak attacks. |
| #2alienuxJul 08, 2014 6:50:48 | All good advice for starting DMs.
Sometimes in my homebrew adventures, I will purposely put a monster that is far too powerful for the characters to fight in order to give them some motivation to think creatively instead of just hacking at everything they run into. It almost always ends up being a fun and memorable session when they find alternatives to dealing with bad guys. |
| #3iserithJul 08, 2014 6:50:51 | Building on this, telegraph possibilities to the players in the fiction:
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| (Reply to #2)eberg |
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