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It's Time To Pre-Order Your Copy Of Into The Borderlands
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<blockquote data-quote="Jester David" data-source="post: 7733211" data-attributes="member: 37579"><p>There's an FAQ?</p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite12" alt="o_O" title="Er... what? o_O" loading="lazy" data-shortname="o_O" /> </p><p>It's not in the article or the linked pre-order page. </p><p></p><p></p><p>The size catches the eye because given it's doing a "direct conversion" it's curious how the other 248 pages are filled. Even if they reprint again, that's 252 uncertain pages. They mention that monster statblocks take up more space in 5e, so I'm left wondering if they're including statblocks for every single monster... </p><p></p><p>The two versions is slightly odd. </p><p>First, how different are the originals? This page doesn't list many changes: <a href="https://www.acaeum.com/ddindexes/modpages/b1.html" target="_blank">https://www.acaeum.com/ddindexes/modpages/b1.html</a></p><p>There's a few references to art, but that could have been covered by a 2-3 page "art gallery". That's adding 68 pages for little gain. </p><p></p><p>Looking through the rest, there's 14 pages of advice for the DM. The many extra pages of additional encounters (16 for Dungeons of Quasqueton and 18 for the Borderlands). And 26 new pages of monsters.</p><p>Everything in the book just seems that little bit bloated. Which just makes me feel they didn't respect my time or wallet. </p><p></p><p>The conversion is also frustrating. As the article quotes:</p><p><span style="color: #660000"></span></p><p><span style="color: #660000"></span>Okay, yeah, the original wasn't balanced in terms of encounters. Because that concept didn't *really* exist yet. It does not. That's the whole point of doing a <strong><em>conversion</em></strong>. It takes more than just using 5th Edition monster math to make a 5th Edition adventure. </p><p></p><p>There are 5e monsters that are harder than they were in 1e and ones that are easier. The length of the encounter day and potency of adventurers has changed. To say nothing of the pace of levelling. The module needs to reflect that and do its best to update monsters and challenges to reflect the new power levels. (Plus stuff like personality traits, bonds, and flaws, which the NPCs in the Keep need.)</p><p>Plus there is the option of variant monsters now. Why wouldn't there be a variant kobold chief? And orc chieftan? (Rather than just giving an orc better AC, damage, hp, etc). </p><p></p><p>Also, players seldom run away. That's not a thing. They may fall back after an encounter, rest, and return. But running away never works because fleeing only happens when you're losing a fight, which generally happens when one or more party members is down. It's super rare to flee and leave a PC to death when you could instead try for the win and save their lives. Invoking running away as an "age of practice" displays limited awareness of the game.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7733211, member: 37579"] There's an FAQ? o.O It's not in the article or the linked pre-order page. The size catches the eye because given it's doing a "direct conversion" it's curious how the other 248 pages are filled. Even if they reprint again, that's 252 uncertain pages. They mention that monster statblocks take up more space in 5e, so I'm left wondering if they're including statblocks for every single monster... The two versions is slightly odd. First, how different are the originals? This page doesn't list many changes: [url]https://www.acaeum.com/ddindexes/modpages/b1.html[/url] There's a few references to art, but that could have been covered by a 2-3 page "art gallery". That's adding 68 pages for little gain. Looking through the rest, there's 14 pages of advice for the DM. The many extra pages of additional encounters (16 for Dungeons of Quasqueton and 18 for the Borderlands). And 26 new pages of monsters. Everything in the book just seems that little bit bloated. Which just makes me feel they didn't respect my time or wallet. The conversion is also frustrating. As the article quotes: [COLOR=#660000] [/COLOR]Okay, yeah, the original wasn't balanced in terms of encounters. Because that concept didn't *really* exist yet. It does not. That's the whole point of doing a [B][I]conversion[/I][/B]. It takes more than just using 5th Edition monster math to make a 5th Edition adventure. There are 5e monsters that are harder than they were in 1e and ones that are easier. The length of the encounter day and potency of adventurers has changed. To say nothing of the pace of levelling. The module needs to reflect that and do its best to update monsters and challenges to reflect the new power levels. (Plus stuff like personality traits, bonds, and flaws, which the NPCs in the Keep need.) Plus there is the option of variant monsters now. Why wouldn't there be a variant kobold chief? And orc chieftan? (Rather than just giving an orc better AC, damage, hp, etc). Also, players seldom run away. That's not a thing. They may fall back after an encounter, rest, and return. But running away never works because fleeing only happens when you're losing a fight, which generally happens when one or more party members is down. It's super rare to flee and leave a PC to death when you could instead try for the win and save their lives. Invoking running away as an "age of practice" displays limited awareness of the game. [/QUOTE]
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