Synopsis - PCs are villagers from West Farbury, a small hamlet that has suffered several goblin raids in the last couple of months. People got kidnapped, and goods stolen. The sceriff, following the procedure, asked help to the near town of Eagledell twice already, but they "have no time for trivial problems, such as those of a small village of farmers and herders".
Therefore, after the last raid, in which they PC managed to kill 4 goblins and save a woman (but not her husband), the PCs decided they had enough. They went North, looking for caves or ruins that might serve as the goblins' hideout. At night, they noticed a glowing door frame on the rocky side of the hill where they were about to camp. They read a sinister rune message glowing on the stone. They found a secret switch and entered the dungeon...
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We had 4 players, with three 0-level PCs each. That's 12 total.
1) I started giving small individual XP awards for small things such as getting past a locked door (doesn't matter how), surviving/detecting a trap, noticing important things. These bonuses are almost always between 1 and 5, hardly ever reaching 6 or higher. This idea received very positive feedback, because the player felt the PCs growing in front of them, and noticed how it wasn't all about just killing things to get XP.
By the end of the session, the PC with most XP had like 40 points, of which only about 25 came from monsters.
2) Nobody burned any Luck so far. I'll probably remind them next time. Besides, they were all neophytes or players that hadn't played any D&D for a long time, so I had them get the hang of the most basic rules first.
3) We already got some TPKs. A guy's Elf Artisan had 3 Int, he hated him and they all made fun of the "idiot". Basically they conned him to open every door and stay upfront. At door 2, he got an arrow through his neck*. No surprise there, hm?
A dwarf, sent to scout ahead in a corridor. I gave him 3 chances to notice the ghoul hiding under the rubble and broken furniture in the room ( LUCK checks, because he wasn't specifically looking in the room, but in the corridor... so he'd have had to be lucky to randomly turn his head in that direction and see the thing). He got clawed, had only 1 hp.
*FUNNY FACT: they resented it afterwards, felt sorry for the idiot, felt they were all horrible people. The guy even asked me to resurrect somehow the idiot, in exchange for one of his other PCs! >>> The funnel works very well for having players growing attached to their pcs, even crappy ones.
4) I devised the Eye of Fate: something like a trap, that i think helps the funnel. It's a magic circle with runes that dare any PC to sustain the gaze of the Eye. That means passing a DC11 Will save. Those who pass, get +1 to a random Ability score. Those who fail, disappear in a whisp of smoke and sparks. (they are actually transported to the main dungeon rune and petrified. They count as dead, of course, but it'll be funny when the players find their former PCs as statues! Restoring these people might serve as a hook for future adventures)
This had the players intrigued. A guy lost his favourite character, a trapper, and 3 other people tried the test successfully. They have no clue what's the DC, so these 3/4 odds they have in mind might lure them into trying again
5) We played with my houserule for ability checks. Rolling a d20 UNDER (or equal to) your ability score is a success. Some checks might have a bonus difficulty, such as +2, +5, which is added to the dice roll. This seemed a little awkward at first, especially for those used to play a little 3E, but then they appreciated the little differences this created between their various pcs: they sent up front the guy with 11 Int and 12 luck (good at noticing things, and maybe lucky enough to see a trap before it springs), rather than the guy with 10 Int and 9 Luck, even though they had the same modifiers. Similarly they preferred putting the guy with 15 STR in front, ready to bash doors/push things around instead of the guy with 13, even though their modifier was +1.
Good feedback on this.
6) I forgot the morale rule. Despite having it written down on a side note. Or maybe, I somewhat played it more freely. The raid was about 4 goblins in the house, 4 in the store. The PCs had basically to make a choice: we go in the store? we search the house? or we split and look both? They went for the house, to save the people that lived there. The four goblins in the house found 6 people rushing in while other 6 were waiting outside. They didn't roll Morale, they had nothing else to do but fight to death. And they did. On the other hand, the other 4 goblins in the store ran away with goods and a kidnapped.
I think i'll use the Morale rule as RAW only for bigger (7+) fights.
Thanks for anyone who has any comment and likes to share his thoughts