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Keep on the Shadowfell vs Reavers of Harkenwold
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<blockquote data-quote="The Fighter-Cricket" data-source="post: 7491670" data-attributes="member: 32852"><p>Yes, what I really like about many (not all of course) of those adventures is the fantastic locations they are in and the basic premise. I can't really put my finger on it, but somehow I thought that the designers at least got the grandeur or at least the fanstastic nature of the adventures right. </p><p></p><p>True, you have to throw out some elements to make the adventures more enjoyable, mostly the combat encounters. Let me beat another dead horse over ones head (that's how the saying goes, right?): The designers operated with the assumptions that a) 4e should be big in scope and heroism and b) 4e has a very good combat system. So what they did was, they put too much combat encounters into the adventures! Maybe because of the 8 encounters per level thing or because of attrition and resource management. </p><p></p><p></p><p></p><p></p><p>Hm, never really noticed that the 4e adventures had this kind of tutorial. Do you mean the exposition where the DM gets to know the context of the adventure?</p><p></p><p>I recently bought "Curtain Call", a 5e adventure set in Eberron, because I really love the setting and wanted to see how 5e adventures are generally structured and if they are better than the 3e or 4e adventures I know. So It was quite thin when ot comes to page count. About 13 pages adventure text, the rest illustrations, maps, and stat blocks. I liked the little detective case, the NPCs, and the focused but not too railroady design. And yes, it got to the core of the adventure very quickly. There was no big tutorial, just a page of adventure background and character hooks. And then the first scene of four started (which really reminded me of a 4e encounter design btw). </p><p></p><p>Hm, now that I think about it more, maybe I will open a new thread to discuss comparisons between 4e and 5e adventures and other questions I have about that.</p></blockquote><p></p>
[QUOTE="The Fighter-Cricket, post: 7491670, member: 32852"] Yes, what I really like about many (not all of course) of those adventures is the fantastic locations they are in and the basic premise. I can't really put my finger on it, but somehow I thought that the designers at least got the grandeur or at least the fanstastic nature of the adventures right. True, you have to throw out some elements to make the adventures more enjoyable, mostly the combat encounters. Let me beat another dead horse over ones head (that's how the saying goes, right?): The designers operated with the assumptions that a) 4e should be big in scope and heroism and b) 4e has a very good combat system. So what they did was, they put too much combat encounters into the adventures! Maybe because of the 8 encounters per level thing or because of attrition and resource management. Hm, never really noticed that the 4e adventures had this kind of tutorial. Do you mean the exposition where the DM gets to know the context of the adventure? I recently bought "Curtain Call", a 5e adventure set in Eberron, because I really love the setting and wanted to see how 5e adventures are generally structured and if they are better than the 3e or 4e adventures I know. So It was quite thin when ot comes to page count. About 13 pages adventure text, the rest illustrations, maps, and stat blocks. I liked the little detective case, the NPCs, and the focused but not too railroady design. And yes, it got to the core of the adventure very quickly. There was no big tutorial, just a page of adventure background and character hooks. And then the first scene of four started (which really reminded me of a 4e encounter design btw). Hm, now that I think about it more, maybe I will open a new thread to discuss comparisons between 4e and 5e adventures and other questions I have about that. [/QUOTE]
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