How can I help under-leveled players enjoy a difficult dungeon?
I'm DM'ing my first D&D campaign using the 5th Edition Starter Kit. Our party consists of three people who have never played before, but picked up the game mechanics quickly and really enjoy it.
I would describe their playstyle as "exceptionally cautious." Perhaps due to an early TPK (and revival by an NPC), they've taken up the following behaviors:
- They move slowly and they deliberate every decision for minutes at a time
- They never use the "front door" of a dungeon unless there's no other way in
- They often prefer to negotiate, persuade or intimidate rather than fight
- They avoid areas that seem like trouble, even trouble they could probably handle
- They don't seem interested in any side quests
I don't personally mind any of this, since they're having fun and I enjoy the challenge of complicating and trying to raise the stakes of their carefully-laid plans. But in this particular campaign it seems like a deficiency. In the last two dungeons they played through, they managed to achieve their objectives and escape while ignoring over 50% of the rooms, monsters, and treasure that was available. More importantly, they missed out on a lot of XP. I think they're unwittingly doing an "any%" run.
They're currently heading toward the final dungeon, and the Lost Mine of Phandelver guide says that players below level 4 will struggle with some of the encounters in this dungeon. Should I:
- Let them play the dungeon as-is and if they struggle, let them struggle? I worry there will be another TPK and they won't understand why they did so poorly.
- Warn them (e.g. through an NPC) that they aren't strong enough to enter the dungeon, and nudge them toward some opportunities to gain XP?
- Drop some monster encounters in their laps and try to make them level up? They're not even close to level 4, so this could get tedious.
- Nerf the monsters in the dungeon so the players can handle them?
- Give them a free level-up so they're properly equipped for the challenges to come? I did this once before and didn't like it, it seemed to break the fairness of the game.
I'm also second-guessing the way I've been running the show. Should I have given them XP for rooms and fights they circumvented? Should I have made those encounters more difficult to avoid?
Does D&D just not work well for crafty, battle-shy characters?
dnd-5e published-adventures lost-mine-of-phandelver
New contributor
add a comment |
I'm DM'ing my first D&D campaign using the 5th Edition Starter Kit. Our party consists of three people who have never played before, but picked up the game mechanics quickly and really enjoy it.
I would describe their playstyle as "exceptionally cautious." Perhaps due to an early TPK (and revival by an NPC), they've taken up the following behaviors:
- They move slowly and they deliberate every decision for minutes at a time
- They never use the "front door" of a dungeon unless there's no other way in
- They often prefer to negotiate, persuade or intimidate rather than fight
- They avoid areas that seem like trouble, even trouble they could probably handle
- They don't seem interested in any side quests
I don't personally mind any of this, since they're having fun and I enjoy the challenge of complicating and trying to raise the stakes of their carefully-laid plans. But in this particular campaign it seems like a deficiency. In the last two dungeons they played through, they managed to achieve their objectives and escape while ignoring over 50% of the rooms, monsters, and treasure that was available. More importantly, they missed out on a lot of XP. I think they're unwittingly doing an "any%" run.
They're currently heading toward the final dungeon, and the Lost Mine of Phandelver guide says that players below level 4 will struggle with some of the encounters in this dungeon. Should I:
- Let them play the dungeon as-is and if they struggle, let them struggle? I worry there will be another TPK and they won't understand why they did so poorly.
- Warn them (e.g. through an NPC) that they aren't strong enough to enter the dungeon, and nudge them toward some opportunities to gain XP?
- Drop some monster encounters in their laps and try to make them level up? They're not even close to level 4, so this could get tedious.
- Nerf the monsters in the dungeon so the players can handle them?
- Give them a free level-up so they're properly equipped for the challenges to come? I did this once before and didn't like it, it seemed to break the fairness of the game.
I'm also second-guessing the way I've been running the show. Should I have given them XP for rooms and fights they circumvented? Should I have made those encounters more difficult to avoid?
Does D&D just not work well for crafty, battle-shy characters?
dnd-5e published-adventures lost-mine-of-phandelver
New contributor
add a comment |
I'm DM'ing my first D&D campaign using the 5th Edition Starter Kit. Our party consists of three people who have never played before, but picked up the game mechanics quickly and really enjoy it.
I would describe their playstyle as "exceptionally cautious." Perhaps due to an early TPK (and revival by an NPC), they've taken up the following behaviors:
- They move slowly and they deliberate every decision for minutes at a time
- They never use the "front door" of a dungeon unless there's no other way in
- They often prefer to negotiate, persuade or intimidate rather than fight
- They avoid areas that seem like trouble, even trouble they could probably handle
- They don't seem interested in any side quests
I don't personally mind any of this, since they're having fun and I enjoy the challenge of complicating and trying to raise the stakes of their carefully-laid plans. But in this particular campaign it seems like a deficiency. In the last two dungeons they played through, they managed to achieve their objectives and escape while ignoring over 50% of the rooms, monsters, and treasure that was available. More importantly, they missed out on a lot of XP. I think they're unwittingly doing an "any%" run.
They're currently heading toward the final dungeon, and the Lost Mine of Phandelver guide says that players below level 4 will struggle with some of the encounters in this dungeon. Should I:
- Let them play the dungeon as-is and if they struggle, let them struggle? I worry there will be another TPK and they won't understand why they did so poorly.
- Warn them (e.g. through an NPC) that they aren't strong enough to enter the dungeon, and nudge them toward some opportunities to gain XP?
- Drop some monster encounters in their laps and try to make them level up? They're not even close to level 4, so this could get tedious.
- Nerf the monsters in the dungeon so the players can handle them?
- Give them a free level-up so they're properly equipped for the challenges to come? I did this once before and didn't like it, it seemed to break the fairness of the game.
I'm also second-guessing the way I've been running the show. Should I have given them XP for rooms and fights they circumvented? Should I have made those encounters more difficult to avoid?
Does D&D just not work well for crafty, battle-shy characters?
dnd-5e published-adventures lost-mine-of-phandelver
New contributor
I'm DM'ing my first D&D campaign using the 5th Edition Starter Kit. Our party consists of three people who have never played before, but picked up the game mechanics quickly and really enjoy it.
I would describe their playstyle as "exceptionally cautious." Perhaps due to an early TPK (and revival by an NPC), they've taken up the following behaviors:
- They move slowly and they deliberate every decision for minutes at a time
- They never use the "front door" of a dungeon unless there's no other way in
- They often prefer to negotiate, persuade or intimidate rather than fight
- They avoid areas that seem like trouble, even trouble they could probably handle
- They don't seem interested in any side quests
I don't personally mind any of this, since they're having fun and I enjoy the challenge of complicating and trying to raise the stakes of their carefully-laid plans. But in this particular campaign it seems like a deficiency. In the last two dungeons they played through, they managed to achieve their objectives and escape while ignoring over 50% of the rooms, monsters, and treasure that was available. More importantly, they missed out on a lot of XP. I think they're unwittingly doing an "any%" run.
They're currently heading toward the final dungeon, and the Lost Mine of Phandelver guide says that players below level 4 will struggle with some of the encounters in this dungeon. Should I:
- Let them play the dungeon as-is and if they struggle, let them struggle? I worry there will be another TPK and they won't understand why they did so poorly.
- Warn them (e.g. through an NPC) that they aren't strong enough to enter the dungeon, and nudge them toward some opportunities to gain XP?
- Drop some monster encounters in their laps and try to make them level up? They're not even close to level 4, so this could get tedious.
- Nerf the monsters in the dungeon so the players can handle them?
- Give them a free level-up so they're properly equipped for the challenges to come? I did this once before and didn't like it, it seemed to break the fairness of the game.
I'm also second-guessing the way I've been running the show. Should I have given them XP for rooms and fights they circumvented? Should I have made those encounters more difficult to avoid?
Does D&D just not work well for crafty, battle-shy characters?
dnd-5e published-adventures lost-mine-of-phandelver
dnd-5e published-adventures lost-mine-of-phandelver
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3 Answers
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Change the game to match the players, not the other way around.
In your scenario, with players avoiding combat whenever possible, it's the DM's responsibility to make successes feel like successes. There may be a mismatch between player types, with the players wanting to avoid combat, and you wanting to create combat, but that may mean that another DMing playstyle needs to be used for everyone to get the most out of the game.
Assuming that you're willing to adapt the game to make it feel more rewarding for your players, there's a few things you want to note:
Modules are designed to be fluid, to allow the DM to modify as needed. Maybe there wasn't a secret entrance there, until your players started looking for one. Maybe there wasn't a trap in the floor, until the Rogue started checking for traps constantly. Meet your players' expectations by creating things that they're looking for. In turn, they'll create the world for you while you just give the people what they want.
Experience and other rewards can be obtained through a bunch of different methods other than combat, but it's up to the DM to decide upon the best method. Some DMs use a per-session level scheme, where the number of sessions you need to attend to level up is equal to your current level (so it'll take you 5 sessions to go from level 5 to level 6). Other times, simply finishing a particular sequence in the module is enough to earn a level (usually stated in the module itself when this happens). Other DMs reward EXP for not slaying an obstacle/enemy, but simply pacifying it. Choose the method that works best for the table.
Forcing combat is something that's within your power (via ambushes, traps, imprisoning, etc), but make sure that the game is designed around players having fun. There are not many undead in Lost Mines of Phandelver, but if the players decided to make a party of holy Paladins and Clerics, I'd want them to stand out and feel rewarded for their decisions, so I might swap out some generic enemies for some generic undead. Consider having enemies adapted to the player's usual interactions, or providing clues as to how the players' expertise can deal with these scenarios.
Gaining Experience
For it being this late into the module, the good solutions are limited, so it's important to attempt to make good habits going forward so that this issue doesn't pop up in the future.
To avoid any future issues with the module and any events afterwards, the focus should be on leveling the players immediately rather than constantly trying to scale the game back.
With the style of play of your players, there are two methods I'd recommend to increase their level to the appropriate threshold:
Level them immediately, stating that you've decided to change how Experience was rewarded in your campaign, and that their current Experience values are adjusted for these changes and will stay at this rate going forward (putting them at whatever experience method you think is appropriate). If you want to avoid just handing out free levels without it feeling justified, try and calculate their current experience values by determining how you feel they should earn experience and running some rough calculations by skimming through what the players went through. If you're shifting to a benchmark system, make everyone's level the same up to the expected amount. If you're now rewarding EXP for pacifying creatures, just skim over what combats they avoided and tally up their new EXP. Once you've done that, explain to your players what the changes are and how their new levels reflect that.
Railroading them onto a detour, whether that be by aiding an allied army push back a band of marauding goblins, or by defending a town from monsters. Railroading, like a scalpel, is a tool best used with precision and becomes scary with excessive use. Use this time to utilize a sidequest your players managed to avoid, modifying it to accommodate their current situation, and tie in something that effectively requires them to participate in it, whether that's an important NPC asking a favor or an item they require for their mission.
With any solution you choose, make sure that the players are recognized for what they're trying to get out of the game, and try to adapt the game to that, even if that means that the enemies are more easily manipulated or that they're thwarted by items hidden in the dungeon that the players can find.
Because of the fact that leveling them immediately lets your players feel an immediate reward for their uphill slog and also sets the expectation that they'll be rewarded for their playstyle in the future on both sides of the table, I think that it is the best approach for your campaign.
2
"For the situation you're in now, consider either scaling their level up, providing a detour to give them the means to level up quickly, or simply tuning down the difficulty of the enemies in the last dungeon." Isn't the question explicitly which of these options they should choose? It seems you've answered around the question but never addressed the heart of it.
– Rubiksmoose
7 hours ago
2
@Rubiksmoose There's not a valid answer there that's going to satisfy much of anything with the players being severely underleveled. If the DM doesn't adjust the experience system, he'll have to come up with some way of making the last dungeon possible that just works with him. None of those solutions work any better than any other solution, but my answer prevents this problem from happening again. I focused my answer on preventing the problem, which I think is more important, but sometimes there just isn't a good solution.
– Daniel Zastoupil
7 hours ago
My point is, OP has an immediate problem: underleveled PCs trying to do something that may get them killed and they are asking how to resolve that. Your answer has good general advice that doesn't end up helping OP almost at all right now. Even adding what you just said into your answer would be better than ignoring the question completely. However, actually addressing the question would be better still.
– Rubiksmoose
7 hours ago
1
In Daniel's defense, his answer clearly discourages the first two solutions I was considering: letting the party struggle because of their playstyle, or trying to drop hints at them to play differently. A discussion of pros and cons of the remaining solutions would be an improvement on the existing answer, though.
– Isaac Lyman
7 hours ago
2
@Rubiksmoose That's a fair point. I've updated it to reflect a specific two specific solutions, one of which I prefer.
– Daniel Zastoupil
5 hours ago
add a comment |
I am going to go in a separate direction than the other answers here.
Teach them when to run away.
Let them attempt the dungeon as they are. If they can rise to the occasion and defeat the enemies anyways, then good on them. If they cant handle it, then they need to learn to retreat. Not all battles have to result in "We Win or We Die".
I have the reputation within my gaming circle as the "tough but fair" DM. I have no qualms about TPKing parties that make stupid decisions or don't know when they are biting off more than they can chew.
Its one of my ways of keeping parties on the path I need them to take to further a campaign: place a really powerful enemy in the way of their off-ramping attempts. They either get mauled to death horribly (and I describe in detail how their characters die) or they learn to run away and take a different path.
However, my players enjoy that style of play. The "Dark Souls" style of gameplay. Gauge your players. How did they react to your first TPK? You said they start taking a far more cautious approach, but are they having more fun this way? Does the fear of death excite them more or is it detracting from their enjoyment?
Some parties just want a dungeon-crawl/curb-stomping style of play. Others like to have a challenge where every fight feels like a true victory with dire stacks at hand.
Maybe even ask your party directly?
New contributor
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It's your game
I have not been DMing for very long, but I have never run a single encounter right out of the book. Because my party, for example, has no tanks. My toughest character is a druid. So I have to change the encounter and tailor it for the party. Every DM I've had has done this, and it works very well. It can be difficult, so I would encourage you to head to YouTube, there are many great Dungeons & Dragons channels out there. And I'm sure you'll learn a lot.
Change the monsters
Maybe that group of orcs has 10 hp each instead of twenty; maybe the evil mage is only a 4th-level caster instead of a 6th-level one.
Let them win
Build up their confidence. If they are afraid of another TPK, build up their confidence. They find a crate of healing potions; the paranoid player will probably have ways to tell if something is poisoned. Then maybe have them get ambushed by goblins; with the healing potions they might be more inclined to fight. Make this fight an easy win.
Or maybe even fudge some dice to make sure they win. Sometimes it's okay to cheat, but do so sparingly, and only to make sure everyone has fun. I'm not advocating that you never let a player die, just make sure your players are enjoying themselves. New players will probably not be okay with losing a character. But more veteran players will be a lot more accepting.
So in conclusion, you don't have to follow the books to the letter. You are master of the rules.
I'll link a few channels below:
Web DM
Runesmith
DawnforgedCast
Great GM
add a comment |
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3 Answers
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3 Answers
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Change the game to match the players, not the other way around.
In your scenario, with players avoiding combat whenever possible, it's the DM's responsibility to make successes feel like successes. There may be a mismatch between player types, with the players wanting to avoid combat, and you wanting to create combat, but that may mean that another DMing playstyle needs to be used for everyone to get the most out of the game.
Assuming that you're willing to adapt the game to make it feel more rewarding for your players, there's a few things you want to note:
Modules are designed to be fluid, to allow the DM to modify as needed. Maybe there wasn't a secret entrance there, until your players started looking for one. Maybe there wasn't a trap in the floor, until the Rogue started checking for traps constantly. Meet your players' expectations by creating things that they're looking for. In turn, they'll create the world for you while you just give the people what they want.
Experience and other rewards can be obtained through a bunch of different methods other than combat, but it's up to the DM to decide upon the best method. Some DMs use a per-session level scheme, where the number of sessions you need to attend to level up is equal to your current level (so it'll take you 5 sessions to go from level 5 to level 6). Other times, simply finishing a particular sequence in the module is enough to earn a level (usually stated in the module itself when this happens). Other DMs reward EXP for not slaying an obstacle/enemy, but simply pacifying it. Choose the method that works best for the table.
Forcing combat is something that's within your power (via ambushes, traps, imprisoning, etc), but make sure that the game is designed around players having fun. There are not many undead in Lost Mines of Phandelver, but if the players decided to make a party of holy Paladins and Clerics, I'd want them to stand out and feel rewarded for their decisions, so I might swap out some generic enemies for some generic undead. Consider having enemies adapted to the player's usual interactions, or providing clues as to how the players' expertise can deal with these scenarios.
Gaining Experience
For it being this late into the module, the good solutions are limited, so it's important to attempt to make good habits going forward so that this issue doesn't pop up in the future.
To avoid any future issues with the module and any events afterwards, the focus should be on leveling the players immediately rather than constantly trying to scale the game back.
With the style of play of your players, there are two methods I'd recommend to increase their level to the appropriate threshold:
Level them immediately, stating that you've decided to change how Experience was rewarded in your campaign, and that their current Experience values are adjusted for these changes and will stay at this rate going forward (putting them at whatever experience method you think is appropriate). If you want to avoid just handing out free levels without it feeling justified, try and calculate their current experience values by determining how you feel they should earn experience and running some rough calculations by skimming through what the players went through. If you're shifting to a benchmark system, make everyone's level the same up to the expected amount. If you're now rewarding EXP for pacifying creatures, just skim over what combats they avoided and tally up their new EXP. Once you've done that, explain to your players what the changes are and how their new levels reflect that.
Railroading them onto a detour, whether that be by aiding an allied army push back a band of marauding goblins, or by defending a town from monsters. Railroading, like a scalpel, is a tool best used with precision and becomes scary with excessive use. Use this time to utilize a sidequest your players managed to avoid, modifying it to accommodate their current situation, and tie in something that effectively requires them to participate in it, whether that's an important NPC asking a favor or an item they require for their mission.
With any solution you choose, make sure that the players are recognized for what they're trying to get out of the game, and try to adapt the game to that, even if that means that the enemies are more easily manipulated or that they're thwarted by items hidden in the dungeon that the players can find.
Because of the fact that leveling them immediately lets your players feel an immediate reward for their uphill slog and also sets the expectation that they'll be rewarded for their playstyle in the future on both sides of the table, I think that it is the best approach for your campaign.
2
"For the situation you're in now, consider either scaling their level up, providing a detour to give them the means to level up quickly, or simply tuning down the difficulty of the enemies in the last dungeon." Isn't the question explicitly which of these options they should choose? It seems you've answered around the question but never addressed the heart of it.
– Rubiksmoose
7 hours ago
2
@Rubiksmoose There's not a valid answer there that's going to satisfy much of anything with the players being severely underleveled. If the DM doesn't adjust the experience system, he'll have to come up with some way of making the last dungeon possible that just works with him. None of those solutions work any better than any other solution, but my answer prevents this problem from happening again. I focused my answer on preventing the problem, which I think is more important, but sometimes there just isn't a good solution.
– Daniel Zastoupil
7 hours ago
My point is, OP has an immediate problem: underleveled PCs trying to do something that may get them killed and they are asking how to resolve that. Your answer has good general advice that doesn't end up helping OP almost at all right now. Even adding what you just said into your answer would be better than ignoring the question completely. However, actually addressing the question would be better still.
– Rubiksmoose
7 hours ago
1
In Daniel's defense, his answer clearly discourages the first two solutions I was considering: letting the party struggle because of their playstyle, or trying to drop hints at them to play differently. A discussion of pros and cons of the remaining solutions would be an improvement on the existing answer, though.
– Isaac Lyman
7 hours ago
2
@Rubiksmoose That's a fair point. I've updated it to reflect a specific two specific solutions, one of which I prefer.
– Daniel Zastoupil
5 hours ago
add a comment |
Change the game to match the players, not the other way around.
In your scenario, with players avoiding combat whenever possible, it's the DM's responsibility to make successes feel like successes. There may be a mismatch between player types, with the players wanting to avoid combat, and you wanting to create combat, but that may mean that another DMing playstyle needs to be used for everyone to get the most out of the game.
Assuming that you're willing to adapt the game to make it feel more rewarding for your players, there's a few things you want to note:
Modules are designed to be fluid, to allow the DM to modify as needed. Maybe there wasn't a secret entrance there, until your players started looking for one. Maybe there wasn't a trap in the floor, until the Rogue started checking for traps constantly. Meet your players' expectations by creating things that they're looking for. In turn, they'll create the world for you while you just give the people what they want.
Experience and other rewards can be obtained through a bunch of different methods other than combat, but it's up to the DM to decide upon the best method. Some DMs use a per-session level scheme, where the number of sessions you need to attend to level up is equal to your current level (so it'll take you 5 sessions to go from level 5 to level 6). Other times, simply finishing a particular sequence in the module is enough to earn a level (usually stated in the module itself when this happens). Other DMs reward EXP for not slaying an obstacle/enemy, but simply pacifying it. Choose the method that works best for the table.
Forcing combat is something that's within your power (via ambushes, traps, imprisoning, etc), but make sure that the game is designed around players having fun. There are not many undead in Lost Mines of Phandelver, but if the players decided to make a party of holy Paladins and Clerics, I'd want them to stand out and feel rewarded for their decisions, so I might swap out some generic enemies for some generic undead. Consider having enemies adapted to the player's usual interactions, or providing clues as to how the players' expertise can deal with these scenarios.
Gaining Experience
For it being this late into the module, the good solutions are limited, so it's important to attempt to make good habits going forward so that this issue doesn't pop up in the future.
To avoid any future issues with the module and any events afterwards, the focus should be on leveling the players immediately rather than constantly trying to scale the game back.
With the style of play of your players, there are two methods I'd recommend to increase their level to the appropriate threshold:
Level them immediately, stating that you've decided to change how Experience was rewarded in your campaign, and that their current Experience values are adjusted for these changes and will stay at this rate going forward (putting them at whatever experience method you think is appropriate). If you want to avoid just handing out free levels without it feeling justified, try and calculate their current experience values by determining how you feel they should earn experience and running some rough calculations by skimming through what the players went through. If you're shifting to a benchmark system, make everyone's level the same up to the expected amount. If you're now rewarding EXP for pacifying creatures, just skim over what combats they avoided and tally up their new EXP. Once you've done that, explain to your players what the changes are and how their new levels reflect that.
Railroading them onto a detour, whether that be by aiding an allied army push back a band of marauding goblins, or by defending a town from monsters. Railroading, like a scalpel, is a tool best used with precision and becomes scary with excessive use. Use this time to utilize a sidequest your players managed to avoid, modifying it to accommodate their current situation, and tie in something that effectively requires them to participate in it, whether that's an important NPC asking a favor or an item they require for their mission.
With any solution you choose, make sure that the players are recognized for what they're trying to get out of the game, and try to adapt the game to that, even if that means that the enemies are more easily manipulated or that they're thwarted by items hidden in the dungeon that the players can find.
Because of the fact that leveling them immediately lets your players feel an immediate reward for their uphill slog and also sets the expectation that they'll be rewarded for their playstyle in the future on both sides of the table, I think that it is the best approach for your campaign.
2
"For the situation you're in now, consider either scaling their level up, providing a detour to give them the means to level up quickly, or simply tuning down the difficulty of the enemies in the last dungeon." Isn't the question explicitly which of these options they should choose? It seems you've answered around the question but never addressed the heart of it.
– Rubiksmoose
7 hours ago
2
@Rubiksmoose There's not a valid answer there that's going to satisfy much of anything with the players being severely underleveled. If the DM doesn't adjust the experience system, he'll have to come up with some way of making the last dungeon possible that just works with him. None of those solutions work any better than any other solution, but my answer prevents this problem from happening again. I focused my answer on preventing the problem, which I think is more important, but sometimes there just isn't a good solution.
– Daniel Zastoupil
7 hours ago
My point is, OP has an immediate problem: underleveled PCs trying to do something that may get them killed and they are asking how to resolve that. Your answer has good general advice that doesn't end up helping OP almost at all right now. Even adding what you just said into your answer would be better than ignoring the question completely. However, actually addressing the question would be better still.
– Rubiksmoose
7 hours ago
1
In Daniel's defense, his answer clearly discourages the first two solutions I was considering: letting the party struggle because of their playstyle, or trying to drop hints at them to play differently. A discussion of pros and cons of the remaining solutions would be an improvement on the existing answer, though.
– Isaac Lyman
7 hours ago
2
@Rubiksmoose That's a fair point. I've updated it to reflect a specific two specific solutions, one of which I prefer.
– Daniel Zastoupil
5 hours ago
add a comment |
Change the game to match the players, not the other way around.
In your scenario, with players avoiding combat whenever possible, it's the DM's responsibility to make successes feel like successes. There may be a mismatch between player types, with the players wanting to avoid combat, and you wanting to create combat, but that may mean that another DMing playstyle needs to be used for everyone to get the most out of the game.
Assuming that you're willing to adapt the game to make it feel more rewarding for your players, there's a few things you want to note:
Modules are designed to be fluid, to allow the DM to modify as needed. Maybe there wasn't a secret entrance there, until your players started looking for one. Maybe there wasn't a trap in the floor, until the Rogue started checking for traps constantly. Meet your players' expectations by creating things that they're looking for. In turn, they'll create the world for you while you just give the people what they want.
Experience and other rewards can be obtained through a bunch of different methods other than combat, but it's up to the DM to decide upon the best method. Some DMs use a per-session level scheme, where the number of sessions you need to attend to level up is equal to your current level (so it'll take you 5 sessions to go from level 5 to level 6). Other times, simply finishing a particular sequence in the module is enough to earn a level (usually stated in the module itself when this happens). Other DMs reward EXP for not slaying an obstacle/enemy, but simply pacifying it. Choose the method that works best for the table.
Forcing combat is something that's within your power (via ambushes, traps, imprisoning, etc), but make sure that the game is designed around players having fun. There are not many undead in Lost Mines of Phandelver, but if the players decided to make a party of holy Paladins and Clerics, I'd want them to stand out and feel rewarded for their decisions, so I might swap out some generic enemies for some generic undead. Consider having enemies adapted to the player's usual interactions, or providing clues as to how the players' expertise can deal with these scenarios.
Gaining Experience
For it being this late into the module, the good solutions are limited, so it's important to attempt to make good habits going forward so that this issue doesn't pop up in the future.
To avoid any future issues with the module and any events afterwards, the focus should be on leveling the players immediately rather than constantly trying to scale the game back.
With the style of play of your players, there are two methods I'd recommend to increase their level to the appropriate threshold:
Level them immediately, stating that you've decided to change how Experience was rewarded in your campaign, and that their current Experience values are adjusted for these changes and will stay at this rate going forward (putting them at whatever experience method you think is appropriate). If you want to avoid just handing out free levels without it feeling justified, try and calculate their current experience values by determining how you feel they should earn experience and running some rough calculations by skimming through what the players went through. If you're shifting to a benchmark system, make everyone's level the same up to the expected amount. If you're now rewarding EXP for pacifying creatures, just skim over what combats they avoided and tally up their new EXP. Once you've done that, explain to your players what the changes are and how their new levels reflect that.
Railroading them onto a detour, whether that be by aiding an allied army push back a band of marauding goblins, or by defending a town from monsters. Railroading, like a scalpel, is a tool best used with precision and becomes scary with excessive use. Use this time to utilize a sidequest your players managed to avoid, modifying it to accommodate their current situation, and tie in something that effectively requires them to participate in it, whether that's an important NPC asking a favor or an item they require for their mission.
With any solution you choose, make sure that the players are recognized for what they're trying to get out of the game, and try to adapt the game to that, even if that means that the enemies are more easily manipulated or that they're thwarted by items hidden in the dungeon that the players can find.
Because of the fact that leveling them immediately lets your players feel an immediate reward for their uphill slog and also sets the expectation that they'll be rewarded for their playstyle in the future on both sides of the table, I think that it is the best approach for your campaign.
Change the game to match the players, not the other way around.
In your scenario, with players avoiding combat whenever possible, it's the DM's responsibility to make successes feel like successes. There may be a mismatch between player types, with the players wanting to avoid combat, and you wanting to create combat, but that may mean that another DMing playstyle needs to be used for everyone to get the most out of the game.
Assuming that you're willing to adapt the game to make it feel more rewarding for your players, there's a few things you want to note:
Modules are designed to be fluid, to allow the DM to modify as needed. Maybe there wasn't a secret entrance there, until your players started looking for one. Maybe there wasn't a trap in the floor, until the Rogue started checking for traps constantly. Meet your players' expectations by creating things that they're looking for. In turn, they'll create the world for you while you just give the people what they want.
Experience and other rewards can be obtained through a bunch of different methods other than combat, but it's up to the DM to decide upon the best method. Some DMs use a per-session level scheme, where the number of sessions you need to attend to level up is equal to your current level (so it'll take you 5 sessions to go from level 5 to level 6). Other times, simply finishing a particular sequence in the module is enough to earn a level (usually stated in the module itself when this happens). Other DMs reward EXP for not slaying an obstacle/enemy, but simply pacifying it. Choose the method that works best for the table.
Forcing combat is something that's within your power (via ambushes, traps, imprisoning, etc), but make sure that the game is designed around players having fun. There are not many undead in Lost Mines of Phandelver, but if the players decided to make a party of holy Paladins and Clerics, I'd want them to stand out and feel rewarded for their decisions, so I might swap out some generic enemies for some generic undead. Consider having enemies adapted to the player's usual interactions, or providing clues as to how the players' expertise can deal with these scenarios.
Gaining Experience
For it being this late into the module, the good solutions are limited, so it's important to attempt to make good habits going forward so that this issue doesn't pop up in the future.
To avoid any future issues with the module and any events afterwards, the focus should be on leveling the players immediately rather than constantly trying to scale the game back.
With the style of play of your players, there are two methods I'd recommend to increase their level to the appropriate threshold:
Level them immediately, stating that you've decided to change how Experience was rewarded in your campaign, and that their current Experience values are adjusted for these changes and will stay at this rate going forward (putting them at whatever experience method you think is appropriate). If you want to avoid just handing out free levels without it feeling justified, try and calculate their current experience values by determining how you feel they should earn experience and running some rough calculations by skimming through what the players went through. If you're shifting to a benchmark system, make everyone's level the same up to the expected amount. If you're now rewarding EXP for pacifying creatures, just skim over what combats they avoided and tally up their new EXP. Once you've done that, explain to your players what the changes are and how their new levels reflect that.
Railroading them onto a detour, whether that be by aiding an allied army push back a band of marauding goblins, or by defending a town from monsters. Railroading, like a scalpel, is a tool best used with precision and becomes scary with excessive use. Use this time to utilize a sidequest your players managed to avoid, modifying it to accommodate their current situation, and tie in something that effectively requires them to participate in it, whether that's an important NPC asking a favor or an item they require for their mission.
With any solution you choose, make sure that the players are recognized for what they're trying to get out of the game, and try to adapt the game to that, even if that means that the enemies are more easily manipulated or that they're thwarted by items hidden in the dungeon that the players can find.
Because of the fact that leveling them immediately lets your players feel an immediate reward for their uphill slog and also sets the expectation that they'll be rewarded for their playstyle in the future on both sides of the table, I think that it is the best approach for your campaign.
edited 6 hours ago
answered 7 hours ago
Daniel ZastoupilDaniel Zastoupil
7,62311781
7,62311781
2
"For the situation you're in now, consider either scaling their level up, providing a detour to give them the means to level up quickly, or simply tuning down the difficulty of the enemies in the last dungeon." Isn't the question explicitly which of these options they should choose? It seems you've answered around the question but never addressed the heart of it.
– Rubiksmoose
7 hours ago
2
@Rubiksmoose There's not a valid answer there that's going to satisfy much of anything with the players being severely underleveled. If the DM doesn't adjust the experience system, he'll have to come up with some way of making the last dungeon possible that just works with him. None of those solutions work any better than any other solution, but my answer prevents this problem from happening again. I focused my answer on preventing the problem, which I think is more important, but sometimes there just isn't a good solution.
– Daniel Zastoupil
7 hours ago
My point is, OP has an immediate problem: underleveled PCs trying to do something that may get them killed and they are asking how to resolve that. Your answer has good general advice that doesn't end up helping OP almost at all right now. Even adding what you just said into your answer would be better than ignoring the question completely. However, actually addressing the question would be better still.
– Rubiksmoose
7 hours ago
1
In Daniel's defense, his answer clearly discourages the first two solutions I was considering: letting the party struggle because of their playstyle, or trying to drop hints at them to play differently. A discussion of pros and cons of the remaining solutions would be an improvement on the existing answer, though.
– Isaac Lyman
7 hours ago
2
@Rubiksmoose That's a fair point. I've updated it to reflect a specific two specific solutions, one of which I prefer.
– Daniel Zastoupil
5 hours ago
add a comment |
2
"For the situation you're in now, consider either scaling their level up, providing a detour to give them the means to level up quickly, or simply tuning down the difficulty of the enemies in the last dungeon." Isn't the question explicitly which of these options they should choose? It seems you've answered around the question but never addressed the heart of it.
– Rubiksmoose
7 hours ago
2
@Rubiksmoose There's not a valid answer there that's going to satisfy much of anything with the players being severely underleveled. If the DM doesn't adjust the experience system, he'll have to come up with some way of making the last dungeon possible that just works with him. None of those solutions work any better than any other solution, but my answer prevents this problem from happening again. I focused my answer on preventing the problem, which I think is more important, but sometimes there just isn't a good solution.
– Daniel Zastoupil
7 hours ago
My point is, OP has an immediate problem: underleveled PCs trying to do something that may get them killed and they are asking how to resolve that. Your answer has good general advice that doesn't end up helping OP almost at all right now. Even adding what you just said into your answer would be better than ignoring the question completely. However, actually addressing the question would be better still.
– Rubiksmoose
7 hours ago
1
In Daniel's defense, his answer clearly discourages the first two solutions I was considering: letting the party struggle because of their playstyle, or trying to drop hints at them to play differently. A discussion of pros and cons of the remaining solutions would be an improvement on the existing answer, though.
– Isaac Lyman
7 hours ago
2
@Rubiksmoose That's a fair point. I've updated it to reflect a specific two specific solutions, one of which I prefer.
– Daniel Zastoupil
5 hours ago
2
2
"For the situation you're in now, consider either scaling their level up, providing a detour to give them the means to level up quickly, or simply tuning down the difficulty of the enemies in the last dungeon." Isn't the question explicitly which of these options they should choose? It seems you've answered around the question but never addressed the heart of it.
– Rubiksmoose
7 hours ago
"For the situation you're in now, consider either scaling their level up, providing a detour to give them the means to level up quickly, or simply tuning down the difficulty of the enemies in the last dungeon." Isn't the question explicitly which of these options they should choose? It seems you've answered around the question but never addressed the heart of it.
– Rubiksmoose
7 hours ago
2
2
@Rubiksmoose There's not a valid answer there that's going to satisfy much of anything with the players being severely underleveled. If the DM doesn't adjust the experience system, he'll have to come up with some way of making the last dungeon possible that just works with him. None of those solutions work any better than any other solution, but my answer prevents this problem from happening again. I focused my answer on preventing the problem, which I think is more important, but sometimes there just isn't a good solution.
– Daniel Zastoupil
7 hours ago
@Rubiksmoose There's not a valid answer there that's going to satisfy much of anything with the players being severely underleveled. If the DM doesn't adjust the experience system, he'll have to come up with some way of making the last dungeon possible that just works with him. None of those solutions work any better than any other solution, but my answer prevents this problem from happening again. I focused my answer on preventing the problem, which I think is more important, but sometimes there just isn't a good solution.
– Daniel Zastoupil
7 hours ago
My point is, OP has an immediate problem: underleveled PCs trying to do something that may get them killed and they are asking how to resolve that. Your answer has good general advice that doesn't end up helping OP almost at all right now. Even adding what you just said into your answer would be better than ignoring the question completely. However, actually addressing the question would be better still.
– Rubiksmoose
7 hours ago
My point is, OP has an immediate problem: underleveled PCs trying to do something that may get them killed and they are asking how to resolve that. Your answer has good general advice that doesn't end up helping OP almost at all right now. Even adding what you just said into your answer would be better than ignoring the question completely. However, actually addressing the question would be better still.
– Rubiksmoose
7 hours ago
1
1
In Daniel's defense, his answer clearly discourages the first two solutions I was considering: letting the party struggle because of their playstyle, or trying to drop hints at them to play differently. A discussion of pros and cons of the remaining solutions would be an improvement on the existing answer, though.
– Isaac Lyman
7 hours ago
In Daniel's defense, his answer clearly discourages the first two solutions I was considering: letting the party struggle because of their playstyle, or trying to drop hints at them to play differently. A discussion of pros and cons of the remaining solutions would be an improvement on the existing answer, though.
– Isaac Lyman
7 hours ago
2
2
@Rubiksmoose That's a fair point. I've updated it to reflect a specific two specific solutions, one of which I prefer.
– Daniel Zastoupil
5 hours ago
@Rubiksmoose That's a fair point. I've updated it to reflect a specific two specific solutions, one of which I prefer.
– Daniel Zastoupil
5 hours ago
add a comment |
I am going to go in a separate direction than the other answers here.
Teach them when to run away.
Let them attempt the dungeon as they are. If they can rise to the occasion and defeat the enemies anyways, then good on them. If they cant handle it, then they need to learn to retreat. Not all battles have to result in "We Win or We Die".
I have the reputation within my gaming circle as the "tough but fair" DM. I have no qualms about TPKing parties that make stupid decisions or don't know when they are biting off more than they can chew.
Its one of my ways of keeping parties on the path I need them to take to further a campaign: place a really powerful enemy in the way of their off-ramping attempts. They either get mauled to death horribly (and I describe in detail how their characters die) or they learn to run away and take a different path.
However, my players enjoy that style of play. The "Dark Souls" style of gameplay. Gauge your players. How did they react to your first TPK? You said they start taking a far more cautious approach, but are they having more fun this way? Does the fear of death excite them more or is it detracting from their enjoyment?
Some parties just want a dungeon-crawl/curb-stomping style of play. Others like to have a challenge where every fight feels like a true victory with dire stacks at hand.
Maybe even ask your party directly?
New contributor
add a comment |
I am going to go in a separate direction than the other answers here.
Teach them when to run away.
Let them attempt the dungeon as they are. If they can rise to the occasion and defeat the enemies anyways, then good on them. If they cant handle it, then they need to learn to retreat. Not all battles have to result in "We Win or We Die".
I have the reputation within my gaming circle as the "tough but fair" DM. I have no qualms about TPKing parties that make stupid decisions or don't know when they are biting off more than they can chew.
Its one of my ways of keeping parties on the path I need them to take to further a campaign: place a really powerful enemy in the way of their off-ramping attempts. They either get mauled to death horribly (and I describe in detail how their characters die) or they learn to run away and take a different path.
However, my players enjoy that style of play. The "Dark Souls" style of gameplay. Gauge your players. How did they react to your first TPK? You said they start taking a far more cautious approach, but are they having more fun this way? Does the fear of death excite them more or is it detracting from their enjoyment?
Some parties just want a dungeon-crawl/curb-stomping style of play. Others like to have a challenge where every fight feels like a true victory with dire stacks at hand.
Maybe even ask your party directly?
New contributor
add a comment |
I am going to go in a separate direction than the other answers here.
Teach them when to run away.
Let them attempt the dungeon as they are. If they can rise to the occasion and defeat the enemies anyways, then good on them. If they cant handle it, then they need to learn to retreat. Not all battles have to result in "We Win or We Die".
I have the reputation within my gaming circle as the "tough but fair" DM. I have no qualms about TPKing parties that make stupid decisions or don't know when they are biting off more than they can chew.
Its one of my ways of keeping parties on the path I need them to take to further a campaign: place a really powerful enemy in the way of their off-ramping attempts. They either get mauled to death horribly (and I describe in detail how their characters die) or they learn to run away and take a different path.
However, my players enjoy that style of play. The "Dark Souls" style of gameplay. Gauge your players. How did they react to your first TPK? You said they start taking a far more cautious approach, but are they having more fun this way? Does the fear of death excite them more or is it detracting from their enjoyment?
Some parties just want a dungeon-crawl/curb-stomping style of play. Others like to have a challenge where every fight feels like a true victory with dire stacks at hand.
Maybe even ask your party directly?
New contributor
I am going to go in a separate direction than the other answers here.
Teach them when to run away.
Let them attempt the dungeon as they are. If they can rise to the occasion and defeat the enemies anyways, then good on them. If they cant handle it, then they need to learn to retreat. Not all battles have to result in "We Win or We Die".
I have the reputation within my gaming circle as the "tough but fair" DM. I have no qualms about TPKing parties that make stupid decisions or don't know when they are biting off more than they can chew.
Its one of my ways of keeping parties on the path I need them to take to further a campaign: place a really powerful enemy in the way of their off-ramping attempts. They either get mauled to death horribly (and I describe in detail how their characters die) or they learn to run away and take a different path.
However, my players enjoy that style of play. The "Dark Souls" style of gameplay. Gauge your players. How did they react to your first TPK? You said they start taking a far more cautious approach, but are they having more fun this way? Does the fear of death excite them more or is it detracting from their enjoyment?
Some parties just want a dungeon-crawl/curb-stomping style of play. Others like to have a challenge where every fight feels like a true victory with dire stacks at hand.
Maybe even ask your party directly?
New contributor
edited 1 hour ago
V2Blast
19.9k357123
19.9k357123
New contributor
answered 4 hours ago
SemadaSemada
1152
1152
New contributor
New contributor
add a comment |
add a comment |
It's your game
I have not been DMing for very long, but I have never run a single encounter right out of the book. Because my party, for example, has no tanks. My toughest character is a druid. So I have to change the encounter and tailor it for the party. Every DM I've had has done this, and it works very well. It can be difficult, so I would encourage you to head to YouTube, there are many great Dungeons & Dragons channels out there. And I'm sure you'll learn a lot.
Change the monsters
Maybe that group of orcs has 10 hp each instead of twenty; maybe the evil mage is only a 4th-level caster instead of a 6th-level one.
Let them win
Build up their confidence. If they are afraid of another TPK, build up their confidence. They find a crate of healing potions; the paranoid player will probably have ways to tell if something is poisoned. Then maybe have them get ambushed by goblins; with the healing potions they might be more inclined to fight. Make this fight an easy win.
Or maybe even fudge some dice to make sure they win. Sometimes it's okay to cheat, but do so sparingly, and only to make sure everyone has fun. I'm not advocating that you never let a player die, just make sure your players are enjoying themselves. New players will probably not be okay with losing a character. But more veteran players will be a lot more accepting.
So in conclusion, you don't have to follow the books to the letter. You are master of the rules.
I'll link a few channels below:
Web DM
Runesmith
DawnforgedCast
Great GM
add a comment |
It's your game
I have not been DMing for very long, but I have never run a single encounter right out of the book. Because my party, for example, has no tanks. My toughest character is a druid. So I have to change the encounter and tailor it for the party. Every DM I've had has done this, and it works very well. It can be difficult, so I would encourage you to head to YouTube, there are many great Dungeons & Dragons channels out there. And I'm sure you'll learn a lot.
Change the monsters
Maybe that group of orcs has 10 hp each instead of twenty; maybe the evil mage is only a 4th-level caster instead of a 6th-level one.
Let them win
Build up their confidence. If they are afraid of another TPK, build up their confidence. They find a crate of healing potions; the paranoid player will probably have ways to tell if something is poisoned. Then maybe have them get ambushed by goblins; with the healing potions they might be more inclined to fight. Make this fight an easy win.
Or maybe even fudge some dice to make sure they win. Sometimes it's okay to cheat, but do so sparingly, and only to make sure everyone has fun. I'm not advocating that you never let a player die, just make sure your players are enjoying themselves. New players will probably not be okay with losing a character. But more veteran players will be a lot more accepting.
So in conclusion, you don't have to follow the books to the letter. You are master of the rules.
I'll link a few channels below:
Web DM
Runesmith
DawnforgedCast
Great GM
add a comment |
It's your game
I have not been DMing for very long, but I have never run a single encounter right out of the book. Because my party, for example, has no tanks. My toughest character is a druid. So I have to change the encounter and tailor it for the party. Every DM I've had has done this, and it works very well. It can be difficult, so I would encourage you to head to YouTube, there are many great Dungeons & Dragons channels out there. And I'm sure you'll learn a lot.
Change the monsters
Maybe that group of orcs has 10 hp each instead of twenty; maybe the evil mage is only a 4th-level caster instead of a 6th-level one.
Let them win
Build up their confidence. If they are afraid of another TPK, build up their confidence. They find a crate of healing potions; the paranoid player will probably have ways to tell if something is poisoned. Then maybe have them get ambushed by goblins; with the healing potions they might be more inclined to fight. Make this fight an easy win.
Or maybe even fudge some dice to make sure they win. Sometimes it's okay to cheat, but do so sparingly, and only to make sure everyone has fun. I'm not advocating that you never let a player die, just make sure your players are enjoying themselves. New players will probably not be okay with losing a character. But more veteran players will be a lot more accepting.
So in conclusion, you don't have to follow the books to the letter. You are master of the rules.
I'll link a few channels below:
Web DM
Runesmith
DawnforgedCast
Great GM
It's your game
I have not been DMing for very long, but I have never run a single encounter right out of the book. Because my party, for example, has no tanks. My toughest character is a druid. So I have to change the encounter and tailor it for the party. Every DM I've had has done this, and it works very well. It can be difficult, so I would encourage you to head to YouTube, there are many great Dungeons & Dragons channels out there. And I'm sure you'll learn a lot.
Change the monsters
Maybe that group of orcs has 10 hp each instead of twenty; maybe the evil mage is only a 4th-level caster instead of a 6th-level one.
Let them win
Build up their confidence. If they are afraid of another TPK, build up their confidence. They find a crate of healing potions; the paranoid player will probably have ways to tell if something is poisoned. Then maybe have them get ambushed by goblins; with the healing potions they might be more inclined to fight. Make this fight an easy win.
Or maybe even fudge some dice to make sure they win. Sometimes it's okay to cheat, but do so sparingly, and only to make sure everyone has fun. I'm not advocating that you never let a player die, just make sure your players are enjoying themselves. New players will probably not be okay with losing a character. But more veteran players will be a lot more accepting.
So in conclusion, you don't have to follow the books to the letter. You are master of the rules.
I'll link a few channels below:
Web DM
Runesmith
DawnforgedCast
Great GM
edited 1 hour ago
V2Blast
19.9k357123
19.9k357123
answered 6 hours ago
Josiah RigganJosiah Riggan
778118
778118
add a comment |
add a comment |
Isaac Lyman is a new contributor. Be nice, and check out our Code of Conduct.
Isaac Lyman is a new contributor. Be nice, and check out our Code of Conduct.
Isaac Lyman is a new contributor. Be nice, and check out our Code of Conduct.
Isaac Lyman is a new contributor. Be nice, and check out our Code of Conduct.
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