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General Tabletop Discussion
*TTRPGs General
Do published modules have to follow the d20 rules strictly?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 415252" data-attributes="member: 3146"><p>I should probably be intimidated by the prospect of answering this after Monte but here goes.</p><p></p><p>Module writers and publishers should always specify where and why they are using variant rules. I've seen too many modules where things were calculated improperly to trust most authors anymore. For a recent RPGA mod, I had to go through and correct the statblocks for about 6 or 7 different NPCs and let the other judges for the upcoming V-Con in Vancouver know about these errors. They were very significant things--incorrect attack bonusses and damage bonusses, etc. </p><p></p><p>In other modules, I've seen wizards with a 10 int (I guess they were supposed to be a sorceror) and an 8 cha (then again, maybe not). In short, I have no faith that authors and editors know what they're doing. (To be more generous, I might say instead: "I know how hard it is to get everything right--especially if you started out statting up one monster and then decided to tweak him a little after playtesting. Sometimes authors forget to remove skill points when removing levels.")</p><p></p><p>WRT printing the monsters, I think that all the non-core spells, feats, equipment, and monsters should be printed in the text or appendix of the adventure. "See Monster Manual p 57" is (barely acceptable). "See Unearthed Unobtainium by company Idon'tcareium" is not. The only exceptions would be things like Kalamar or Arcanis modules which are published for a specific world. Then I could live with (see Codex Arcanis p.43). I would still want some conversion notes with core rules alternatives though.</p><p></p><p>WRT to stone giants with +12 crafts. Why does it have to be +12? Unless he has to craft something DC 22 (and the PCs know that it's DC 22), I don't imagine PCs can tell the difference between +12 and +8. Either way, he's a very skilled craftsman. If you want +12, bump his intelligence up to a 16 and swap a combat feat for skill focus. Or, better yet, invent a feat roughly equivalent to Cosmopolitan and use it to give the giant craft as a class skill.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 415252, member: 3146"] I should probably be intimidated by the prospect of answering this after Monte but here goes. Module writers and publishers should always specify where and why they are using variant rules. I've seen too many modules where things were calculated improperly to trust most authors anymore. For a recent RPGA mod, I had to go through and correct the statblocks for about 6 or 7 different NPCs and let the other judges for the upcoming V-Con in Vancouver know about these errors. They were very significant things--incorrect attack bonusses and damage bonusses, etc. In other modules, I've seen wizards with a 10 int (I guess they were supposed to be a sorceror) and an 8 cha (then again, maybe not). In short, I have no faith that authors and editors know what they're doing. (To be more generous, I might say instead: "I know how hard it is to get everything right--especially if you started out statting up one monster and then decided to tweak him a little after playtesting. Sometimes authors forget to remove skill points when removing levels.") WRT printing the monsters, I think that all the non-core spells, feats, equipment, and monsters should be printed in the text or appendix of the adventure. "See Monster Manual p 57" is (barely acceptable). "See Unearthed Unobtainium by company Idon'tcareium" is not. The only exceptions would be things like Kalamar or Arcanis modules which are published for a specific world. Then I could live with (see Codex Arcanis p.43). I would still want some conversion notes with core rules alternatives though. WRT to stone giants with +12 crafts. Why does it have to be +12? Unless he has to craft something DC 22 (and the PCs know that it's DC 22), I don't imagine PCs can tell the difference between +12 and +8. Either way, he's a very skilled craftsman. If you want +12, bump his intelligence up to a 16 and swap a combat feat for skill focus. Or, better yet, invent a feat roughly equivalent to Cosmopolitan and use it to give the giant craft as a class skill. [/QUOTE]
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Do published modules have to follow the d20 rules strictly?
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