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<blockquote data-quote="Li Shenron" data-source="post: 8541454" data-attributes="member: 1465"><p>Ok, that's interesting. Sounds like basically the main design purpose of the long jungle crawl is to level up characters, but I have an odd approach to levelling up and choosing adventures: since I don't like adventures designed to span many levels*, I usually start an adventure when the characters are already at mid-levels if not near the levels expected to <em>finish</em> such adventure. If I read it right, ToA is designed from level 1 to 11, which is way too long for my tastes (I am more used to older editions adventures spanning 2-3 levels), so I would be looking to start it with the characters at least of level 5. With my approach, obviously the first part of any adventure is always easy and the second part gets harder, but this is how I like them to be, rather than scaled up but mostly equally difficult start-to-finish. Maybe in ToA starting at higher level would also help moving faster through the boring jungle crawl, but not necessarily as even easy combats can be time-consuming, so it would be more a matter of avoiding them or being able to end them quickly. I would be more concerned about missing that good "random stuff", but perhaps the DM can just choose to make the PCs stumble upon the interesting one.</p><p></p><p>*technically, my utopic campaign is many adventures that run in parallel, in which case I wouldn't mind each of them to span lots of levels, but in reality I can only really afford to run serial adventures</p><p></p><p>Overall it sounds like ToA roadmap could be summarized as Jungle -> Temple -> Dungeon -> BBEG. From a story point of view that's something that <em>by my personal tastes</em> shouldn't even require to level up once, but of course at WotC they want to cover as many levels as possible so that the players are using a larger portion of the character material (and feel like they need to buy another book soon).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8541454, member: 1465"] Ok, that's interesting. Sounds like basically the main design purpose of the long jungle crawl is to level up characters, but I have an odd approach to levelling up and choosing adventures: since I don't like adventures designed to span many levels*, I usually start an adventure when the characters are already at mid-levels if not near the levels expected to [I]finish[/I] such adventure. If I read it right, ToA is designed from level 1 to 11, which is way too long for my tastes (I am more used to older editions adventures spanning 2-3 levels), so I would be looking to start it with the characters at least of level 5. With my approach, obviously the first part of any adventure is always easy and the second part gets harder, but this is how I like them to be, rather than scaled up but mostly equally difficult start-to-finish. Maybe in ToA starting at higher level would also help moving faster through the boring jungle crawl, but not necessarily as even easy combats can be time-consuming, so it would be more a matter of avoiding them or being able to end them quickly. I would be more concerned about missing that good "random stuff", but perhaps the DM can just choose to make the PCs stumble upon the interesting one. *technically, my utopic campaign is many adventures that run in parallel, in which case I wouldn't mind each of them to span lots of levels, but in reality I can only really afford to run serial adventures Overall it sounds like ToA roadmap could be summarized as Jungle -> Temple -> Dungeon -> BBEG. From a story point of view that's something that [I]by my personal tastes[/I] shouldn't even require to level up once, but of course at WotC they want to cover as many levels as possible so that the players are using a larger portion of the character material (and feel like they need to buy another book soon). [/QUOTE]
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