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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Converting Adventures to 4e
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<blockquote data-quote="UHF" data-source="post: 5427076" data-attributes="member: 95672"><p>I'm liking all of what I'm hearing.</p><p></p><p>I liked one of your posts on your web page <strong>OnlineDM</strong> Giving the dwarfs an enlargement was exactly like something that might happen in AD&D. But what that strikes me of, is putting the magic back into the game. 4e lacks a sense of wonder since everything is so well spelled out.</p><p></p><p>I've often thought that consumables have been badly handled in 4e. Potion of Enlargement, you incease one size and gain +5 to all strength checks including hit and damage for 5 minutes. Potion of Plant Control, Blast 5, All targets in area are immobilized, save ends.</p><p></p><p>In AD&D they were that cool, and they were like get out of jail free cards for the players (if they remembered they had them).</p><p></p><p>The magic in AD&D happened when the players remembered them and used them in a creative fashion.</p><p></p><p>Goonalan: I think that open ended problem solving can be one of the real joys in role playing. I'm eyeing the latest Pathfinder Adventure path Soul's For Smuggler's Shiv, and it shows a lot of what the players have to deal with. How do you take out 25 Cannibals? (Obviously, one at a time for as long as you can get away with it. Traps if you can do it, etc.) By contrast most 4e modules don't offer that kind of open ended problem.</p><p></p><p>ChristianLindke: Checkout Kingmaker from Paizo... the players are hired to explore a region, and the encounters are more spread out and more delve like. But in the end the players can start to control the land and build their own cities.</p></blockquote><p></p>
[QUOTE="UHF, post: 5427076, member: 95672"] I'm liking all of what I'm hearing. I liked one of your posts on your web page [B]OnlineDM[/B] Giving the dwarfs an enlargement was exactly like something that might happen in AD&D. But what that strikes me of, is putting the magic back into the game. 4e lacks a sense of wonder since everything is so well spelled out. I've often thought that consumables have been badly handled in 4e. Potion of Enlargement, you incease one size and gain +5 to all strength checks including hit and damage for 5 minutes. Potion of Plant Control, Blast 5, All targets in area are immobilized, save ends. In AD&D they were that cool, and they were like get out of jail free cards for the players (if they remembered they had them). The magic in AD&D happened when the players remembered them and used them in a creative fashion. Goonalan: I think that open ended problem solving can be one of the real joys in role playing. I'm eyeing the latest Pathfinder Adventure path Soul's For Smuggler's Shiv, and it shows a lot of what the players have to deal with. How do you take out 25 Cannibals? (Obviously, one at a time for as long as you can get away with it. Traps if you can do it, etc.) By contrast most 4e modules don't offer that kind of open ended problem. ChristianLindke: Checkout Kingmaker from Paizo... the players are hired to explore a region, and the encounters are more spread out and more delve like. But in the end the players can start to control the land and build their own cities. [/QUOTE]
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Converting Adventures to 4e
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