Thanks! I really enjoyed that post, and it gave me good ideas for how to prepare my game group for this kind of game.

I'm sorry but I still don't get the pentagram. Why wouldn't you just write your spell levels anywhere, on a list, in a box...

This is a really unhelpful comment. I know it's supposed to be hard but I want to tune the difficulty to my specific group of inexperienced players. If everyone dies I'm probably not going to get another shot at DMing and we'll just stick to board games instead.

Maybe this game isn't a good idea.

I'm interested in running Death Frost Doom, have the module, but I'm worried my (mostly inexperienced) players will have a really hard time. I've been thinking about little house rules that might make this easier. Here's what I'm thinking:

- Giving elves and MUs "read magic" as a skill and not a spell
- Giving magic user 2 spell slots at level 1
- Giving specialist a few extra pips (2?)

(Also, this is unrelated, but I don't understand how the weird pentagram diagram is supposed to track spells. What am I missing?)

Any tips are welcome, I've not DM'd a game since I was in high school but reading Death Frost Doom got me super excited to try it again. Thanks!