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Do all high-level modules in 3E suck?
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<blockquote data-quote="Zelda Themelin" data-source="post: 108102" data-attributes="member: 167"><p>High level adventures are much more challenging to make than low-level ones, both plot- and rules-wise.</p><p></p><p>I think more should be made, so there would be more choices than WotC story-path and having to wait for ages to get next adventure. My dm (when I am not one) has certain problem of too much roleplaying, not enough combat/treasure/exp without some hack and slash-adventure basis.</p><p></p><p>3rd edition modules are also plagued by 'avarage-stat-syndrome', as I call it. Now, what point is for all these stats, if all monsters use avarage value listed in monster book. Doh.</p><p></p><p>They also are fearful of giving power, as to say 'items found suck'. Now you have this place where evil dragon lord used to dwell, oh, and we found, ordenary sword +2. Ok, I like power, and not everybody does, but what I truly mean is lack of special. I'd exept module writers would invent something new for me, not something I can easily pick out of DMG for same trouble.</p><p></p><p>Many modules are plagued by small rule-slights, and they become more common with added power-level, because there is more information that has to be processed into rules. CR:s are more questionable, than in lower level modules.</p><p></p><p>It's easy to forgot what players can do, and sometimes mistakes are really bad. Like in Hell in Freeport many methods of divination are discussed, but they happen to forget the worst one, 'true sight', that is. So unless gm thinks that through him/herself, whole adventure is likely to never happen, if players happen to have that spell active. Otherwise module is actually very good, but in our case demanded altering anyhow, like they all do.</p><p></p><p>Ah, and I think they could just introduce new spell to block unwanted teleporting/scrying, or monster ability, or ancient magic casted in some place or whatever. Whichever works best. Though I hate 'no scrying or teleporting at all in this dungeon'-ideas. Now, specific areas, and of course accessing them might demand specific key element. This would stop 'scry->teleport in (or nearby)->face major baddie->kill major baddie or tpk->end of adenture'-rutine.</p><p></p><p>Epic elements are saddly lacking. And I don't mean epic rules. If you have simplified boring plot, you have simple-encounter boring dungeon to follow. No matter how little plot, it's basics affect 'dungeon' (or whatever adventure place is) appearance.</p><p></p><p>I actually liked Heart of Nightfang Spire, however, Lord of Iron Fortress was pretty pointless adventure IMO. Hell on Freeport was a good one (if you like such stuff), though power-kevel is pretty nerfed considering where most of adventure takes place. Demon God's Fane was pretty good one, and it did have interesting ideas.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 108102, member: 167"] High level adventures are much more challenging to make than low-level ones, both plot- and rules-wise. I think more should be made, so there would be more choices than WotC story-path and having to wait for ages to get next adventure. My dm (when I am not one) has certain problem of too much roleplaying, not enough combat/treasure/exp without some hack and slash-adventure basis. 3rd edition modules are also plagued by 'avarage-stat-syndrome', as I call it. Now, what point is for all these stats, if all monsters use avarage value listed in monster book. Doh. They also are fearful of giving power, as to say 'items found suck'. Now you have this place where evil dragon lord used to dwell, oh, and we found, ordenary sword +2. Ok, I like power, and not everybody does, but what I truly mean is lack of special. I'd exept module writers would invent something new for me, not something I can easily pick out of DMG for same trouble. Many modules are plagued by small rule-slights, and they become more common with added power-level, because there is more information that has to be processed into rules. CR:s are more questionable, than in lower level modules. It's easy to forgot what players can do, and sometimes mistakes are really bad. Like in Hell in Freeport many methods of divination are discussed, but they happen to forget the worst one, 'true sight', that is. So unless gm thinks that through him/herself, whole adventure is likely to never happen, if players happen to have that spell active. Otherwise module is actually very good, but in our case demanded altering anyhow, like they all do. Ah, and I think they could just introduce new spell to block unwanted teleporting/scrying, or monster ability, or ancient magic casted in some place or whatever. Whichever works best. Though I hate 'no scrying or teleporting at all in this dungeon'-ideas. Now, specific areas, and of course accessing them might demand specific key element. This would stop 'scry->teleport in (or nearby)->face major baddie->kill major baddie or tpk->end of adenture'-rutine. Epic elements are saddly lacking. And I don't mean epic rules. If you have simplified boring plot, you have simple-encounter boring dungeon to follow. No matter how little plot, it's basics affect 'dungeon' (or whatever adventure place is) appearance. I actually liked Heart of Nightfang Spire, however, Lord of Iron Fortress was pretty pointless adventure IMO. Hell on Freeport was a good one (if you like such stuff), though power-kevel is pretty nerfed considering where most of adventure takes place. Demon God's Fane was pretty good one, and it did have interesting ideas. [/QUOTE]
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