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General Tabletop Discussion
*Dungeons & Dragons
Do You Tinker with Adventures to Make Them "Winnable"?
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<blockquote data-quote="Shiroiken" data-source="post: 8309562" data-attributes="member: 6775477"><p>Unless this is a plot point to prevent the party from early killing an NPC, this seems like really bad adventure design. I don't mind if an adventure can't be completed, but I feel this should be due to player failure, not choke points (such as not locating a secret door). However, sometimes there are more options than at first glance, which don't require tinkering with the adventure.</p><p></p><ol> <li data-xf-list-type="ol">A well mapped area and picks can allow the party to dig through to the room, avoiding the door entirely. The NPC also needs to eat at some point, so if the party has sufficient supplies, they can with them out. Finally, they can attempt to negotiate with the caster through the door.</li> <li data-xf-list-type="ol">Depending on the creature, it might be possible to lure it out, allowing it to be bypassed. Non-casters can grapple the creature or dodge while blocking off the casters, who whittle it down with cantrips. If it's intelligent, it might also be negotiated with, giving it treasure or some other payment in order to pass. </li> <li data-xf-list-type="ol">Ugh... wtf? I've seen this kind of thing only once in an older adventure, where a mummy can't take damage while his heart exists (which is in a jar nearby). It's one of the weirdest thing I'd seen, since you have to basically run past it (unless you were very lucky and found the secret door shortcut to the heart). This is extremely poor design, unless there's plenty of obvious hints for the party to take the necessary action. If there aren't any hints in the adventure, I'd add them like a sledgehammer.</li> </ol></blockquote><p></p>
[QUOTE="Shiroiken, post: 8309562, member: 6775477"] Unless this is a plot point to prevent the party from early killing an NPC, this seems like really bad adventure design. I don't mind if an adventure can't be completed, but I feel this should be due to player failure, not choke points (such as not locating a secret door). However, sometimes there are more options than at first glance, which don't require tinkering with the adventure. [LIST=1] [*]A well mapped area and picks can allow the party to dig through to the room, avoiding the door entirely. The NPC also needs to eat at some point, so if the party has sufficient supplies, they can with them out. Finally, they can attempt to negotiate with the caster through the door. [*]Depending on the creature, it might be possible to lure it out, allowing it to be bypassed. Non-casters can grapple the creature or dodge while blocking off the casters, who whittle it down with cantrips. If it's intelligent, it might also be negotiated with, giving it treasure or some other payment in order to pass. [*]Ugh... wtf? I've seen this kind of thing only once in an older adventure, where a mummy can't take damage while his heart exists (which is in a jar nearby). It's one of the weirdest thing I'd seen, since you have to basically run past it (unless you were very lucky and found the secret door shortcut to the heart). This is extremely poor design, unless there's plenty of obvious hints for the party to take the necessary action. If there aren't any hints in the adventure, I'd add them like a sledgehammer. [/LIST] [/QUOTE]
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Do You Tinker with Adventures to Make Them "Winnable"?
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