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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Hussar" data-source="post: 8274975" data-attributes="member: 22779"><p>Just took a minute to read through the first dungeon in Phandelver. That is really well written and takes great care to allow ample opportunity for the party to be sneaky and stealthy and lots of examples of how failure isn’t catastrophic. If a fight breaks out there are plausible reasons why the fights don’t chain together. </p><p></p><p>Makes sense for 1st level characters who would be almost certainly wiped out if the baddies attacked en mass. </p><p></p><p>Very well done. No wonder this module rates so high.</p><p></p><p>However Cragmaw castle is a different story. If the party approaches the gates and fails at stealth, the alarm goes up. If the go to the other door, fail their lock picking attempt and break open the door, the alarm goes up. </p><p></p><p>There is no advice given for any other approaches. </p><p></p><p>So again, single failed checks= the alarm goes up and infiltration is off the table. </p><p></p><p>And note, no advice is given as to why encounters are spaced the way they are.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8274975, member: 22779"] Just took a minute to read through the first dungeon in Phandelver. That is really well written and takes great care to allow ample opportunity for the party to be sneaky and stealthy and lots of examples of how failure isn’t catastrophic. If a fight breaks out there are plausible reasons why the fights don’t chain together. Makes sense for 1st level characters who would be almost certainly wiped out if the baddies attacked en mass. Very well done. No wonder this module rates so high. However Cragmaw castle is a different story. If the party approaches the gates and fails at stealth, the alarm goes up. If the go to the other door, fail their lock picking attempt and break open the door, the alarm goes up. There is no advice given for any other approaches. So again, single failed checks= the alarm goes up and infiltration is off the table. And note, no advice is given as to why encounters are spaced the way they are. [/QUOTE]
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