castle ravenloft ... again?

evildmguy said:
So . . .

If you have played [the module that's out], how enjoyable will [the module that's not out] be?

Is that what you are asking?

How can I know that when I don't have the item that's not out? Seriously? I don't know how I could know it before I can see it, read it and play it.
evildmguy said:
But do you have it yet?

I don't get items right away, so even though this is the week for it, I might not get it for a while. So, for me at least, it will be a while before I can compare it to anything.

Do you think that just maybe the original poster's question is intended for those who actually are in a position to answer it? Whacky, but possible...
 

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Felon said:
Do you think that just maybe the original poster's question is intended for those who actually are in a position to answer it? Whacky, but possible...

Not really, no. That's not how I took it.

Eben said:
Simple question: if you have played the original module (and years of Ravenlof after that), how enjoyable will this new edition be?

This seems like a leading question heading towards no, imo.

However, perhaps that is not what the OP intended.

Part of my answer, though, is that as I understand it the release date was only yesterday. I doubt people have had enough time to read it fully by now, much less play it, to give the full answer this deserves. Again, the OP wanted to know how it compared to the original AS WELL AS years of Ravenloft. How can that be answered within a day of the product being released?

Again, I apologize to the OP if I have misinterpreted anything.

Have a good one! Take care!

edg
 

Heh, I JUST got it just now from Amazon. I'm at work, so I can't post much about it for a while, but I'll try to answer some BASIC questions. (I really do have to work. ;))
 

I went out to the local BN last night, they didn't even have it out on the shelf yet, had to get a guy to go looking for it in the back.

I'm impressed with it, and I have no intention of ever playing D&D again. It looks like a gold mine of material good for use in many a game, which is how I intend to use it.

The maps are very small, which does suck. It was thinner than I expected, but at $35 retail, I can see where making bigger maps and increasing page count would jump the price to something unreasonable.

It reminds me a lot of Slavelords of Cydonia, in that it's not just an adventure. It's maybe not a full adventure path, but there's LOTS to do. It also already stirred my creative juices for other adventures in Barovia that are not in the book.

One thing that truly does suck was the letters that are sent to the PCs as hooks to get them to come to Barovia. They have 6 different versions of the letter, all saying pretty much the same thing. And they are all printed in 1/4 page or so, written in handwriting, so they suck to read, suck to photocopy (as the book says to do), and probably suck to scan in and print out in color.

In retrospect, I would feel much better if I would have bought it online at 20+% off rather than paying retail, but I wanted it that day.
 

First impressions:

GORGEOUS book. Not quite as sexy as Tome of Magic, but it's a (distant) second.

Strahd has feats from Libris Mortis but his spell book doesn't have any spells from that book, which seems like a missed opportunity.

There are new servants of Strahd (well, they're new since I6; I didn't get any specific Strahd-related 2E Ravenloft material, so maybe they came up there -- they'll be a nasty shock for players, I suspect).

For the most part, the tactical maps aren't anything that unusual, it's just each encounter gets a two-page spread with all the tactics, stats and a simple map, along with details of the geographic features. It's a pretty good format, at first glance.

There's also monsters from non-core sources. It looks like Libris Mortis and one of the MM sequels (I don't want to say which monsters), although sufficient stats are available in the book to run the monsters without any supplements.

Taint rules from Heroes of Horror are mentioned as an option.

Warlock NPCs are present. Again, all required rules are printed.

Knight of the Raven PrC has relatively simple requirements to get in (although you have to be in Ravenloft to qualify initially), and looks equally good for paladins and clerics.

The Lightbringers aren't a PrC, but an organization with substititon levels for a number of classes. Retraining rules are briefly reprinted here as a result.

Lots of new anti-undead equipment.

One new spell -- a damaging upgrade to darkness.

Lots of magic items.
 
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Crothian said:
Why do you think this?

Well, WOTC's track record thus far at redoing classic modules is, well, pretty crappy. And undead are just not scary without a real level drain mechanic. Plus, there's probably a half-golem gelatinous cube monk in there somewhere.
 

JRRNeiklot said:
Well, WOTC's track record thus far at redoing classic modules is, well, pretty crappy. And undead are just not scary without a real level drain mechanic. Plus, there's probably a half-golem gelatinous cube monk in there somewhere.

They really haven't redone many modules unless you are talking about those free conversions they did. And a DM can make undead scarey. Modules by themselves are really not scarey, the DM has to be able to do scarey to make that happen.
 

evildmguy said:
Not really, no. That's not how I took it.

Well, I"m puzzled as to what other way to take it there is. That he was asking people who didn't know the answer? That he was addressing you, evildmguy, personally?

Part of my answer, though, is that as I understand it the release date was only yesterday. I doubt people have had enough time to read it fully by now, much less play it, to give the full answer this deserves. Again, the OP wanted to know how it compared to the original AS WELL AS years of Ravenloft. How can that be answered within a day of the product being released?

Well, I figure that if the adventure is basically a retread of the original (which it is), it's a pretty good bet that someone who's already played it won't be up for a five-month-long repeat.
 
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JRRNeiklot said:
And undead are just not scary without a real level drain mechanic.
There is a real level-drain mechanic. If the character fails a Fort save, he really loses the level. Really. I've seen it happen. Player then scared of undead. Fait accompli.
 

Felon said:
Well, I"m puzzled as to what other (sensible) way to take it there is. That he was asking people who didn't know the answer?

Since he said "how enjoyable will this new edition be?" the future tense, I took it to me what are people's expectations like.
 

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