My design philosophy is:
- Assume the players are power gamers and play the best possible builds
- Test the module on the highest difficulty levels, i.e. Very Difficult or at least D&D Hardcore
Players can always reduce the difficulty setting.
But don't lock yourself into single solutions to challenges. In the bear example, no halfing in the right mind would go toe-to-toe with a bear. They would set down traps, use ranged attacks with poison, and take advantage of the terrain. Much the same way our ancestors took on tigers and mastodons. When you test your challenges, is there only a single solution or are there multiple?
Also, you could allow characters with a high Charisma to get henchmen. This makes a charisma-based warrior a viable option by being a strong leader.
Just my two farthings. . .





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