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Adjustment for underequipped party
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<blockquote data-quote="QuaziquestGM" data-source="post: 6349989" data-attributes="member: 22559"><p>Well, if you like running published material, but you also want to run a lower magic universe, then the best thing to do in my experience is to change the edition or game system that you are drawing modules from.</p><p></p><p>As previously mentioned, 3.5 modules assume a particular level of magic item availability, and also assume a party size of 4 - 6.</p><p></p><p>I've run quite a few models from Basic, 1st ed, and 2ed ed successfully with 3.5 characters with little conversion. The design assumptions for earlier editions were for a party size of 10. When running them for a 4 member 3.5 party, the game becomes much more tactical, and focuses more on asymmetrical warfare. They are still fighting goblins and such, but it may be in the main warren and the party has to "ghost recon" room by room while trying not the alarm the whole tribe....and then has to fight off dozens of them when they do mess up.</p><p></p><p>Another thing to consider is overland travel. Put the dungeon FAR away, and actually play out the travel. It feels like an epic expedition when the main concern for a few sessions is horse thieves, random wolves, and running out out food, and the dungeon itself seems more pressurized they they know that they have to go ALL THE WAY back before the mission is truly successful (and they can't level until they do). Even the the dungeon isn't really that difficult, it feels more difficult if the healing temple and the tavern isn't an hour's walk away. Also, if they find 100,000 gp worth of Copper, they have the challenge of transporting the treasure before they can spend it.</p><p></p><p>If you are running an older module, you can do a 1 for 1 conversion of the creatures, but you don't have to (and in many cases you probably shouldn't). You can still run them with the original hit points, but you may want to let you players know that these aren't a strong as "normal" ogres or giants, otherwise they may be overconfident if they face the "same" creatures later in a 3.5 module. </p><p></p><p>I can recommend the Melford series on the Dragon's Food .org website. The series features 2 complete orc tribes, a hostage rescue situation, a murder mystery, and a dungeon crawl. </p><p></p><p>I've also run the odd Tunnels and Trolls module, and those worked pretty well with Dnd 3.5.</p><p></p><p>Another system that you might pull modules from is Call of Cthulu. There are several that are "expedition to an ancient temple" types, and if you change out the steam ships and planes for horses, and ignore the other modern tech, could work pretty well with Dnd. The advantage is that those modules assume the party has little or NO magic ( and that some of the party will be eaten or driven insane), and the fact that the party will have SOME magic items makes the CoC module more "winnable". </p><p></p><p>You also might want to check out Warhammer Fantacy modules. Those also assume a lower magic level.</p></blockquote><p></p>
[QUOTE="QuaziquestGM, post: 6349989, member: 22559"] Well, if you like running published material, but you also want to run a lower magic universe, then the best thing to do in my experience is to change the edition or game system that you are drawing modules from. As previously mentioned, 3.5 modules assume a particular level of magic item availability, and also assume a party size of 4 - 6. I've run quite a few models from Basic, 1st ed, and 2ed ed successfully with 3.5 characters with little conversion. The design assumptions for earlier editions were for a party size of 10. When running them for a 4 member 3.5 party, the game becomes much more tactical, and focuses more on asymmetrical warfare. They are still fighting goblins and such, but it may be in the main warren and the party has to "ghost recon" room by room while trying not the alarm the whole tribe....and then has to fight off dozens of them when they do mess up. Another thing to consider is overland travel. Put the dungeon FAR away, and actually play out the travel. It feels like an epic expedition when the main concern for a few sessions is horse thieves, random wolves, and running out out food, and the dungeon itself seems more pressurized they they know that they have to go ALL THE WAY back before the mission is truly successful (and they can't level until they do). Even the the dungeon isn't really that difficult, it feels more difficult if the healing temple and the tavern isn't an hour's walk away. Also, if they find 100,000 gp worth of Copper, they have the challenge of transporting the treasure before they can spend it. If you are running an older module, you can do a 1 for 1 conversion of the creatures, but you don't have to (and in many cases you probably shouldn't). You can still run them with the original hit points, but you may want to let you players know that these aren't a strong as "normal" ogres or giants, otherwise they may be overconfident if they face the "same" creatures later in a 3.5 module. I can recommend the Melford series on the Dragon's Food .org website. The series features 2 complete orc tribes, a hostage rescue situation, a murder mystery, and a dungeon crawl. I've also run the odd Tunnels and Trolls module, and those worked pretty well with Dnd 3.5. Another system that you might pull modules from is Call of Cthulu. There are several that are "expedition to an ancient temple" types, and if you change out the steam ships and planes for horses, and ignore the other modern tech, could work pretty well with Dnd. The advantage is that those modules assume the party has little or NO magic ( and that some of the party will be eaten or driven insane), and the fact that the party will have SOME magic items makes the CoC module more "winnable". You also might want to check out Warhammer Fantacy modules. Those also assume a lower magic level. [/QUOTE]
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