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#Why focus on combat alone?#

Why focus on combat alone?

#Why focus on combat alone?#

Why focus on combat alone?

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SevenSidedDie
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##But to address a few quick notes first: ###

But to address a few quick notes first:

A few reasons for this:
+ Low levels are lethal. We have all been there, made a good character with a decent back story and they die in the first session because they failed a perception check and get back-stabbed by a goblin.
+ Low levels are boring. Your characters can't do the cool things yet and can sometimes seem like they are missing more often than not. This can be a drag when it comes to staying engaged with play
+ You have a story hook your dying to get your teeth into. This is just the prologue to the story you have been playing. The dramatic set up, you don't want it to go on and on. It'll detract from the story.

###Gladiators are expensive. ###

  • Low levels are lethal. We have all been there, made a good character with a decent back story and they die in the first session because they failed a perception check and get back-stabbed by a goblin.
  • Low levels are boring. Your characters can't do the cool things yet and can sometimes seem like they are missing more often than not. This can be a drag when it comes to staying engaged with play
  • You have a story hook your dying to get your teeth into. This is just the prologue to the story you have been playing. The dramatic set up, you don't want it to go on and on. It'll detract from the story.

Gladiators are expensive.

##NON COMBAT SKILLS##

Non-Combat Skills

D'n'DD&D is more than just a story cobbling together the next big fight. And trying to keep players engaged with combat only can be difficult (unless they are all slayers then throw monster after monster at them)

They will need things to do out of combat, or funky ways to use their skills in combat. A few of these have already been mentioned, like having your rogue unlock a chest of weapons (-— keithcurtis, comment section). This is a great example because it is the niche your rogue fills in the party and he is good at it. But you have the potential to use the secondary or ever tertiary skills of the character class. Why not get your fighter to use persuasion/intimidate to roil the crowd before a fight begins. Reward this with a starting round bonus (e.g: advantage on his initiative roll) Try introduce these things before the fight as well, it'll keep new players waiting for the declaration of "roll initiative" to start thinking about what their characters can do.

##But to address a few quick notes first: ###

A few reasons for this:
+ Low levels are lethal. We have all been there, made a good character with a decent back story and they die in the first session because they failed a perception check and get back-stabbed by a goblin.
+ Low levels are boring. Your characters can't do the cool things yet and can sometimes seem like they are missing more often than not. This can be a drag when it comes to staying engaged with play
+ You have a story hook your dying to get your teeth into. This is just the prologue to the story you have been playing. The dramatic set up, you don't want it to go on and on. It'll detract from the story.

###Gladiators are expensive. ###

##NON COMBAT SKILLS##

D'n'D is more than just a story cobbling together the next big fight. And trying to keep players engaged with combat only can be difficult (unless they are all slayers then throw monster after monster at them)

They will need things to do out of combat, or funky ways to use their skills in combat. A few of these have already been mentioned, like having your rogue unlock a chest of weapons -keithcurtis, comment section This is a great example because it is the niche your rogue fills in the party and he is good at it. But you have the potential to use the secondary or ever tertiary skills of the character class. Why not get your fighter to use persuasion/intimidate to roil the crowd before a fight begins. Reward this with a starting round bonus (e.g: advantage on his initiative roll) Try introduce these things before the fight as well, it'll keep new players waiting for the declaration of "roll initiative" to start thinking about what their characters can do.

But to address a few quick notes first:

A few reasons for this:

  • Low levels are lethal. We have all been there, made a good character with a decent back story and they die in the first session because they failed a perception check and get back-stabbed by a goblin.
  • Low levels are boring. Your characters can't do the cool things yet and can sometimes seem like they are missing more often than not. This can be a drag when it comes to staying engaged with play
  • You have a story hook your dying to get your teeth into. This is just the prologue to the story you have been playing. The dramatic set up, you don't want it to go on and on. It'll detract from the story.

Gladiators are expensive.

Non-Combat Skills

D&D is more than just a story cobbling together the next big fight. And trying to keep players engaged with combat only can be difficult (unless they are all slayers then throw monster after monster at them)

They will need things to do out of combat, or funky ways to use their skills in combat. A few of these have already been mentioned, like having your rogue unlock a chest of weapons (— keithcurtis, comment section). This is a great example because it is the niche your rogue fills in the party and he is good at it. But you have the potential to use the secondary or ever tertiary skills of the character class. Why not get your fighter to use persuasion/intimidate to roil the crowd before a fight begins. Reward this with a starting round bonus (e.g: advantage on his initiative roll) Try introduce these things before the fight as well, it'll keep new players waiting for the declaration of "roll initiative" to start thinking about what their characters can do.

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Kalcipher23
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You don't need to award experience at the normal rate.

#Why focus on combat alone?#

The arena is a place where people come to be entertained by gladiatorial displays, chariot racing, brutal executions or whatever else you want to happen there. It is a blank slate to which a D.M. can build an atmosphere of ecstasy, tension within a party, the infamy of a villain, and the downfall of power in one foul swoop. There is plenty here to keep characters and more importantly players evolved for a few levels.

##But to address a few quick notes first: ###

This would also be a good time to introduce your Standard of Play.

Introduce it as the honor rules of the arena. No one speaks while the arena master (you) speak. I am sure there are other clever ways to introduce table etiquette through game play at this stage as well.

You don't need to award experience at the normal rate.

These don't all have to be combat lessons.

For example you couldA few reasons for this:
+ Low levels are lethal. We have all been there, made a good character with a decent back story and they die in the use of nonfirst session because they failed a perception check and get back-combat skills as onestabbed by a goblin.
+ Low levels are boring. Your characters can't do the cool things yet and can sometimes seem like they are missing more often than not. This can be a drag when it comes to staying engaged with play
+ You have a story hook your dying to get your teeth into. This is just the prologue to the story you have been playing. The dramatic set up, you don't want it to go on and on. It'll detract from the story.

###Gladiators are expensive. ###

It costs money to train them, to feed them and to supply them. This is before you take into account the acquisition fees. Have the fights end before anyone dies or howhas the chance to resolve intra-party disputesin post fighting care. TheseThen build to your first kill, it will make it more significant. This is where your description should get gory.

##NON COMBAT SKILLS##

D'n'D is more than just a story cobbling together the next big fight. And trying to keep players engaged with combat only can happen outsidebe difficult (unless they are all slayers then throw monster after monster at them)

They will need things to do out of combat, or funky ways to use their skills in combat. A few of these have already been mentioned, like having your rogue unlock a chest of weapons -keithcurtis, comment section This is a great example because it is the arena itself —niche your rogue fills in the catacombs beneathparty and he is good at it. But you have the potential to use the secondary or whereverever tertiary skills of the character class. Why not get your fighter to use persuasion/intimidate to roil the crowd before a fight begins. Reward this with a starting round bonus (e.g: advantage on his initiative roll) Try introduce these things before the fight as well, it'll keep new players waiting for the declaration of "roll initiative" to start thinking about what their characters are heldcan do.

This would also be a good time to introduce your Standard of Play.

IntroduceYou can then take skills further away from combat. Get characters use to making lore checks. If the cells are underground, can the dwarf tell you what type of rock it asis. Will drinking the honor ruleswater running off the rocks provide you with minerals (giving a small boost to hit dice rolls) or is it to be avoided. What of the furniture, can the ranger tell you the wood it is made from. If so, does he know where this wood comes from. Can that information combined with another characters streetwise create a contact outside?

Remember building up to your first bloody glorious death in the arena? History checks to find out how common this is. NoPersuasion with the guards to see if they can tell you anything about him. Could a sleight of hand check get the last note he had written to a loved one speaksfrom the guard while he is distracted. Maybe delivering it in the arena masterfuture with knowledge as to why he died might provide a shelter in a storm later on?

There are many things you could do to introduce story elements for the hook you have planned, or plant the seeds for new hooks. These can all be things to do between the fights (youwhich some really good advice has been given on already) speak. I am sure there are other clever ways to introduce table etiquette through game playAll you need do is look at this stage as wellthe skills your characters posses and use the ones that aren't common. This could be part ofIt won't matter if it goes nowhere, but the lesson planplayers will enjoy being useful, and who knows it might provide a hook or two.

You don't need to award experience at the normal rate.

These don't all have to be combat lessons.

For example you could have the use of non-combat skills as one, or how to resolve intra-party disputes. These can happen outside of the arena itself — in the catacombs beneath or wherever your characters are held.

This would also be a good time to introduce your Standard of Play.

Introduce it as the honor rules of the arena. No one speaks while the arena master (you) speak. I am sure there are other clever ways to introduce table etiquette through game play at this stage as well. This could be part of the lesson plan.

#Why focus on combat alone?#

The arena is a place where people come to be entertained by gladiatorial displays, chariot racing, brutal executions or whatever else you want to happen there. It is a blank slate to which a D.M. can build an atmosphere of ecstasy, tension within a party, the infamy of a villain, and the downfall of power in one foul swoop. There is plenty here to keep characters and more importantly players evolved for a few levels.

##But to address a few quick notes first: ###

This would also be a good time to introduce your Standard of Play.

Introduce it as the honor rules of the arena. No one speaks while the arena master (you) speak. I am sure there are other clever ways to introduce table etiquette through game play at this stage as well.

You don't need to award experience at the normal rate.

A few reasons for this:
+ Low levels are lethal. We have all been there, made a good character with a decent back story and they die in the first session because they failed a perception check and get back-stabbed by a goblin.
+ Low levels are boring. Your characters can't do the cool things yet and can sometimes seem like they are missing more often than not. This can be a drag when it comes to staying engaged with play
+ You have a story hook your dying to get your teeth into. This is just the prologue to the story you have been playing. The dramatic set up, you don't want it to go on and on. It'll detract from the story.

###Gladiators are expensive. ###

It costs money to train them, to feed them and to supply them. This is before you take into account the acquisition fees. Have the fights end before anyone dies or has the chance to in post fighting care. Then build to your first kill, it will make it more significant. This is where your description should get gory.

##NON COMBAT SKILLS##

D'n'D is more than just a story cobbling together the next big fight. And trying to keep players engaged with combat only can be difficult (unless they are all slayers then throw monster after monster at them)

They will need things to do out of combat, or funky ways to use their skills in combat. A few of these have already been mentioned, like having your rogue unlock a chest of weapons -keithcurtis, comment section This is a great example because it is the niche your rogue fills in the party and he is good at it. But you have the potential to use the secondary or ever tertiary skills of the character class. Why not get your fighter to use persuasion/intimidate to roil the crowd before a fight begins. Reward this with a starting round bonus (e.g: advantage on his initiative roll) Try introduce these things before the fight as well, it'll keep new players waiting for the declaration of "roll initiative" to start thinking about what their characters can do.

You can then take skills further away from combat. Get characters use to making lore checks. If the cells are underground, can the dwarf tell you what type of rock it is. Will drinking the water running off the rocks provide you with minerals (giving a small boost to hit dice rolls) or is it to be avoided. What of the furniture, can the ranger tell you the wood it is made from. If so, does he know where this wood comes from. Can that information combined with another characters streetwise create a contact outside?

Remember building up to your first bloody glorious death in the arena? History checks to find out how common this is. Persuasion with the guards to see if they can tell you anything about him. Could a sleight of hand check get the last note he had written to a loved one from the guard while he is distracted. Maybe delivering it in the future with knowledge as to why he died might provide a shelter in a storm later on?

There are many things you could do to introduce story elements for the hook you have planned, or plant the seeds for new hooks. These can all be things to do between the fights (which some really good advice has been given on already). All you need do is look at the skills your characters posses and use the ones that aren't common. It won't matter if it goes nowhere, but the players will enjoy being useful, and who knows it might provide a hook or two.

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SevenSidedDie
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Kalcipher23
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