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AoW - one session to go.
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<blockquote data-quote="Emirikol" data-source="post: 3416764" data-attributes="member: 10638"><p>Merric:</p><p></p><p>I hear you on the overcomplication. It's unnecessary to do stuff like that. I know it's to make the creatures "look" more interesting, but it' doesn't do anything useful for the game. </p><p></p><p>BTW, I officially ENDED AoW last session. We played Lost Temple of Demogorgon instead and modified the plot significantly to end next session. </p><p></p><p>AoW pretty much ground-out with Alhaster[REDHAND]. It was like a bad Living Greyhawk interactive. </p><p></p><p>The massive overpowering of the upper level sessions for the game after that was simply just a giant game of Math-vs-Calculus nightmare. Each round was taking waaaaaaaaay toooooooooo lonnnnnnnnng. Forget high level in 3.5. My time is too valuable to be having 2-hour combats. Nevermind "let's go kill a god."</p><p></p><p>The sessions were fun, but they were so intensely dungeon-oriented that they really lacked any plot complexity. In place of plot complexity was the example you posted..encounter/monster over- complexity. I'll take the former.</p><p></p><p>To avoid being totally unconstructive with this post, I'd suggest that DUNGEON have sidebars for the DM who wants to make the monster more complex. They'd look like RECIPE lables like this: </p><p>Alternate Suggestions for the encounters: </p><p>Add a level or ten of wizard to the red dragon.</p><p>Give the yellow dragon warrior a wand of fireballs</p><p>Have the salamanders in the magma for 50% cover and out of reach of the PC's initially</p><p></p><p>Etc.</p><p></p><p></p><p>I give the campaign a 3/5 for what we played. (average)</p><p></p><p>jh</p><p></p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3416764, member: 10638"] Merric: I hear you on the overcomplication. It's unnecessary to do stuff like that. I know it's to make the creatures "look" more interesting, but it' doesn't do anything useful for the game. BTW, I officially ENDED AoW last session. We played Lost Temple of Demogorgon instead and modified the plot significantly to end next session. AoW pretty much ground-out with Alhaster[REDHAND]. It was like a bad Living Greyhawk interactive. The massive overpowering of the upper level sessions for the game after that was simply just a giant game of Math-vs-Calculus nightmare. Each round was taking waaaaaaaaay toooooooooo lonnnnnnnnng. Forget high level in 3.5. My time is too valuable to be having 2-hour combats. Nevermind "let's go kill a god." The sessions were fun, but they were so intensely dungeon-oriented that they really lacked any plot complexity. In place of plot complexity was the example you posted..encounter/monster over- complexity. I'll take the former. To avoid being totally unconstructive with this post, I'd suggest that DUNGEON have sidebars for the DM who wants to make the monster more complex. They'd look like RECIPE lables like this: Alternate Suggestions for the encounters: Add a level or ten of wizard to the red dragon. Give the yellow dragon warrior a wand of fireballs Have the salamanders in the magma for 50% cover and out of reach of the PC's initially Etc. I give the campaign a 3/5 for what we played. (average) jh .. [/QUOTE]
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