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DnD Next - There's a Module for That
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<blockquote data-quote="pauljathome" data-source="post: 5803399" data-attributes="member: 21807"><p>I want all modules to be well play tested to make sure that, either individually or with ANY combination of other modules, they do NOT alter the power level of the game nor do they significantly modify how characters interact with the world.</p><p></p><p>As an example of the latter, "Healing Modules" cannot have the effect of significantly altering how many encounters a group can handle before resting.</p><p></p><p>One of the big reasons that I run D&D as opposed to other games is the number of adventures that I can get for D&D. If the above 2 aren't more or less true then the ability of adventure writers to gauge threats is going to be very severely affected.</p><p></p><p>Yes, I realize that I'm overstating things above. The goal, as stated, is clearly impossible. But 5th edition will have to get reasonably close to that goal to satisfy me.</p></blockquote><p></p>
[QUOTE="pauljathome, post: 5803399, member: 21807"] I want all modules to be well play tested to make sure that, either individually or with ANY combination of other modules, they do NOT alter the power level of the game nor do they significantly modify how characters interact with the world. As an example of the latter, "Healing Modules" cannot have the effect of significantly altering how many encounters a group can handle before resting. One of the big reasons that I run D&D as opposed to other games is the number of adventures that I can get for D&D. If the above 2 aren't more or less true then the ability of adventure writers to gauge threats is going to be very severely affected. Yes, I realize that I'm overstating things above. The goal, as stated, is clearly impossible. But 5th edition will have to get reasonably close to that goal to satisfy me. [/QUOTE]
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