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Do You Tinker with Adventures to Make Them "Winnable"?
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<blockquote data-quote="FrozenNorth" data-source="post: 8308919" data-attributes="member: 7020832"><p>No adventure I have ever created has withstood first contact against my players unchanged. And I have an advantage over official designers: I know my players personally. I hold the designers to the same standard: I expect things will be changed or tweaked to make them more interesting</p><p></p><p>One rule of thumb that exists in all my games: if the module says that an objective can only be accomplished by magic or by a specific character class feature, it is WRONG. Unfortunately, designers tend to underestimate how perversely inventive humans really are.</p><p></p><p>Two examples from a recent campaign. The party was fighting mummies, and due to hot rolls on my part, two characters were infected with mummy rot, including the cleric, and the cleric was knocked out. Mummy rot is explicitly indicated that it csn only be healed through magical means. HAHAHAHAHA… NO!</p><p></p><p>One above level Medecine check (at advantage because the artificer was proficient in Herbalism), and the party was on its way.</p><p></p><p>The vault at the end of the dungeon was keyed so you needed arcane, divine and primal magic to open it. (Same adventure, different party) had arcane and primal (though through a ranger, not a druid). How to cast divine? High level Deception check while casting a spell on the divine list.</p><p></p><p>This doesn’t mean that the players can’t get themselves into unwinnable situations. They absolutely can through their own actions. However, I will always keep in mind that unorthodox solutions have an opportunity to work.</p><p></p><p>By the way, do you mind indicating in spoiler text which adventure you are running? I’ve read most adventures but the situations described don’t seem familiar.</p><p></p><p>Locked door. Worth noting: wizards got to eat, and create food and water isn’t on their spell list. Maybe just wait the guy out?</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8308919, member: 7020832"] No adventure I have ever created has withstood first contact against my players unchanged. And I have an advantage over official designers: I know my players personally. I hold the designers to the same standard: I expect things will be changed or tweaked to make them more interesting One rule of thumb that exists in all my games: if the module says that an objective can only be accomplished by magic or by a specific character class feature, it is WRONG. Unfortunately, designers tend to underestimate how perversely inventive humans really are. Two examples from a recent campaign. The party was fighting mummies, and due to hot rolls on my part, two characters were infected with mummy rot, including the cleric, and the cleric was knocked out. Mummy rot is explicitly indicated that it csn only be healed through magical means. HAHAHAHAHA… NO! One above level Medecine check (at advantage because the artificer was proficient in Herbalism), and the party was on its way. The vault at the end of the dungeon was keyed so you needed arcane, divine and primal magic to open it. (Same adventure, different party) had arcane and primal (though through a ranger, not a druid). How to cast divine? High level Deception check while casting a spell on the divine list. This doesn’t mean that the players can’t get themselves into unwinnable situations. They absolutely can through their own actions. However, I will always keep in mind that unorthodox solutions have an opportunity to work. By the way, do you mind indicating in spoiler text which adventure you are running? I’ve read most adventures but the situations described don’t seem familiar. Locked door. Worth noting: wizards got to eat, and create food and water isn’t on their spell list. Maybe just wait the guy out? [/QUOTE]
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