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General Tabletop Discussion
*Dungeons & Dragons
Best Adventure Path (spanning 10+ levels) of all time?
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<blockquote data-quote="humble minion" data-source="post: 8914499" data-attributes="member: 5948"><p>A lot of the 3.x/PF1 APs struggle a bit because they go into level ranges high enough where the ruleset is broken. Combats are first-big-spell-wins, the maths is a mess, and the enormous stat blocks of high-level NPCs or monsters takes up so much space in the page count that the actual story content suffers. This is especially the case for the APs published in Dragon, that all went up to 20th level whereas later PF APs (for 3.x or PF) capped out at around level 15 or so. Still difficult to write, but not QUITE as hard.</p><p></p><p>A few of the standard PF story beats irritated me a little as well, and dragged down some otherwise excellent APs. 'Start the campaign in a lovingly and intimately detailed location where your PC is encouraged to have deep roots and lots of connections, which you leave a few levels in and never return to' is one that you find in Rise of the Runelords, Savage Tide, Reign of Winter, Jade Regent. 'Higher-level extraplanar soujourn that doesn't really fit thematically with the rest of the campaign' is another one that shows up in Ironfang Invasion among others. And 'generic quasi-European fantasy PCs go to non-European-coded fantasy country and fix their problems for them' is one we get in Jade Regent, Mummy's Mask, and even Reign of Winter. </p><p></p><p>Savage Tide blew my socks off when i first read it. I ran it and loved it (the game broke down around 15th level for unrelated reasons), but it did have structural problems that made the modules as written often incompatible with what reasonable PCs would do. It blithely assumed PCs would be sailing their ship all over the place even long after getting access to Wind Walk and Teleport, for instance.</p></blockquote><p></p>
[QUOTE="humble minion, post: 8914499, member: 5948"] A lot of the 3.x/PF1 APs struggle a bit because they go into level ranges high enough where the ruleset is broken. Combats are first-big-spell-wins, the maths is a mess, and the enormous stat blocks of high-level NPCs or monsters takes up so much space in the page count that the actual story content suffers. This is especially the case for the APs published in Dragon, that all went up to 20th level whereas later PF APs (for 3.x or PF) capped out at around level 15 or so. Still difficult to write, but not QUITE as hard. A few of the standard PF story beats irritated me a little as well, and dragged down some otherwise excellent APs. 'Start the campaign in a lovingly and intimately detailed location where your PC is encouraged to have deep roots and lots of connections, which you leave a few levels in and never return to' is one that you find in Rise of the Runelords, Savage Tide, Reign of Winter, Jade Regent. 'Higher-level extraplanar soujourn that doesn't really fit thematically with the rest of the campaign' is another one that shows up in Ironfang Invasion among others. And 'generic quasi-European fantasy PCs go to non-European-coded fantasy country and fix their problems for them' is one we get in Jade Regent, Mummy's Mask, and even Reign of Winter. Savage Tide blew my socks off when i first read it. I ran it and loved it (the game broke down around 15th level for unrelated reasons), but it did have structural problems that made the modules as written often incompatible with what reasonable PCs would do. It blithely assumed PCs would be sailing their ship all over the place even long after getting access to Wind Walk and Teleport, for instance. [/QUOTE]
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