My DM wants to play Fool's Gold: Into the Bellowing Wild's module really bad, so I said sure. We crack it open and we realize in the rules it says that this is an 'overpowered, fantasy world' and it recommends that if you don't want the game to be 'overly hard' to buff the character in some... Pretty insane ways. Seen in picture.The spell prep removal part I am gonna veto. I'm Semi-Co-DMing, helping the guy with setup and providing most of the materials and books but playing the game as an adventurer. Normally, I'd say to hell with these stupid buffs and play the game normally, but a fair few of our players are also very new to DND and we don't want to scare them off or give them a bad time, so, some minor buffs aren't the worst idea.We're playing mines of phandelver first to get through 1-5, just as an introduction for the player, then we'll take all the items and character stuff, soft-reboot, and do the new module from 5-12. How should we balance this? Has anyone played this adventure module? Would just giving them an extra feat at 1, 8 and (theoretically) 16 work fine? Or perhaps 5 as a bonus for finishing phandelver and 12 before the final bottle so it all fits into Fool's Gold only? I'm willing to also take any weird abstract suggestions in mind. I want my players to have fun, and some challenge, but not... Whatever the fuck this advertises. I'd read through the book itself to balance it tailored, but I'm one of the players, and don't want to spoil myself, since this is my first game IRL in a while and I want to savor it.
>>96613042Pic-related is all you need.
>>96613366I'm not playing AD&D for a reason anon...
>>966133660 HP = permadeathJuat like my indie early access roguelikes!
>>96613042Just watch a anime and see how they get temporary buffs for a challenging fight, durrrrrrr.
>>96613366This is one of the best ways to filter modern improv-theater pissbabies and storyfags out of your campaigns. Tell them you're running 0HP=Death, no resurrections. If they complain, you know they're going to be a whiny bitch later down the road and can kick them right then and there before the headache starts.
>>96613784'Storyfags'? Are you... Fucking retarded? This is a collaborative story roleplaying game for plot and adventure. We're not playing Shadowdark or a wargame.
>>96613784>obvious nogames fantasizing again about what he'd do if people would play with him
>>96613916"Heh,... The first thing I'D do if I could play with someone...? I'd tell them to FUCK OFF... Call them PISSBABIES for not wanting to do my Rape Dungeon... And kick them from my GROUP..."
>>96613916The sad thing is, if he's willing to DM, he will get players. Especially online. D&D has such a massively lopsided player to DM ratio that players will put up with anything just to have a chance to play their 5e fursona.
>>96613042D&D has an automatic and simple way to make characters more powerful, built right into the system: it's called a "level." Just give them an extra level above what they are expected to have for the adventure. So if they would normally be Level 5 to start with, now they are Level 6. If you think that isn't enough, you could make it two levels instead. I looked at it, and the adventure just gives you levels at the end of chapters rather than tracking XP, so it should be quite easy to implement.
>>96614155That's not a bad idea at all, thank you very much for that. I'lll see how hard it is when we get there and either give an extra level or the extra feat. Extra level's probably less powerful, right?
>>96613848There are legitimately autists on /tg/ that go insane at the idea of playing where they can't browbeat the game master into sucking them off, they just disguise it by whinging about some 'storyfag' boogeyman ruining the games they don't ever play.