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#7 |
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Join Date: Sep 2023
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For DT1:
Running characters (IMO) at 34 pts with the suggestion of two with high DX, two with range capabilities, an optional wizard, one who has physicker (might wish to balance the weight limit penalties). Suggestion of at least cloth or leather armor. The rest time is something also to play with. Unlimited allows for recovery of all fatigue. Limited to 15 minutes or 30 to allow for one or two points of fatigue. Perhaps a random encounter after 15 minutes on a 1 or 2 on a d6 for 2 to 4 other mercs (some with a hit or two on them). If you leave the encounters as basic skilled creatures: no special weapon skills, unarmed combat, specializations, etc, the first time through, then they should have a good chance of all coming out alive with lots of gems and gold. However, change it up for higher than 34 pt characters. Change up some of the encounters so not to be predictable. Add special skills like the Missile Weapons for some of the bowmen. The Black Robed wizard needs to be adjusted to max of 3 dice on the lightning bolt. More advance scenarios give a higher DX (or Missile Weapons skill). I've not run through DT2 much, but things to stress for new people are hints to defeating some of the beasties. Like in the room with oozes, do something like "There are lit torches spanning along the walls - one every two hexes..." Have fun, but think of them as heros to succeed more than characters to kill. |
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