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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4670625" data-attributes="member: 710"><p>I disagree. it can be a neat information to have, but I shouldn't be required to do it. Especially when you are not using house rules because you're happy with the rules as is and want have an easy time running modules. If I have to modify most of the content of it, this lessens its usefulness a lot. </p><p></p><p>You also lose a lot of the fun in uncertainity - you don't know if the PCs are "fit" for a challenge. You'll see how they adapt, and you react if they fail or succeed. If you tailor things, you can pretty much predict the most likely case. Now, I will not claim my plots are a masterpiece of avoiding railroads (more the contrary <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), but I'd like to have at least this. </p><p></p><p>There are situations where I want to "tailor" to the PCs specific abilities, but that is usually motivated by setting up scenarios where they can really shine, in turn motivating them to go further in the adventure. And in some other cases to make them feel unsafe and show off their ability to adapt. But I can achieve all this without knowing the specifics most of the time, too.</p><p>It is usually more important for character backgrounds to add this in.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4670625, member: 710"] I disagree. it can be a neat information to have, but I shouldn't be required to do it. Especially when you are not using house rules because you're happy with the rules as is and want have an easy time running modules. If I have to modify most of the content of it, this lessens its usefulness a lot. You also lose a lot of the fun in uncertainity - you don't know if the PCs are "fit" for a challenge. You'll see how they adapt, and you react if they fail or succeed. If you tailor things, you can pretty much predict the most likely case. Now, I will not claim my plots are a masterpiece of avoiding railroads (more the contrary ;) ), but I'd like to have at least this. There are situations where I want to "tailor" to the PCs specific abilities, but that is usually motivated by setting up scenarios where they can really shine, in turn motivating them to go further in the adventure. And in some other cases to make them feel unsafe and show off their ability to adapt. But I can achieve all this without knowing the specifics most of the time, too. It is usually more important for character backgrounds to add this in. [/QUOTE]
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Does 4e limit the scope of campaigns?
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