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Dungeon Crawl Classics - like 'em?
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<blockquote data-quote="T. Foster" data-source="post: 3360500" data-attributes="member: 16574"><p>I'll admit that I didn't read it all that closely (which I consider the module's fault more than my own because that means it didn't hold my attention -- I'm not a paid reviewer so I'm under no obligation to read modules I'm not enjoying all the way through) but of what I did read I remember feeling that far too many challenges were based on the notion that challenging high level characters = harder die rolls (made up example: this door is locked, but since this is a high-level adventure the thief's Open Locks roll is made at -25%!), the same with the monsters (here's a wraith, but since this is a high level module it's a super-tough wraith!), which strikes me as a distinctly non-1E approach. </p><p></p><p>The key to high level modules in 1E isn't making the die rolls tougher or beefing up monsters with extra hp and damage-dice, it's in creating challenges where having a high Open Locks percentage, good saving throws, and a lot of hp won't help. I felt that the module either should've been adjusted for much lower level characters (say 7th level instead of 12th) so the die-rolls and monsters wouldn't have needed to be adjusted (i.e. a 7th level character's Open Locks skill is about the same as a 12th level character's skill at -25%; a 7th level party will have about the same difficulty with normal wraiths as a 12th level party will with uber-wraiths, etc.) or the whole thing should've been re-written to change the nature of the challenges (this is obviously much less feasible for a "conversion" but wouldn't it have been cool -- the same "plot," the same map, but totally different challenges emphasizing the different philosophy and approach of the the different editions).</p></blockquote><p></p>
[QUOTE="T. Foster, post: 3360500, member: 16574"] I'll admit that I didn't read it all that closely (which I consider the module's fault more than my own because that means it didn't hold my attention -- I'm not a paid reviewer so I'm under no obligation to read modules I'm not enjoying all the way through) but of what I did read I remember feeling that far too many challenges were based on the notion that challenging high level characters = harder die rolls (made up example: this door is locked, but since this is a high-level adventure the thief's Open Locks roll is made at -25%!), the same with the monsters (here's a wraith, but since this is a high level module it's a super-tough wraith!), which strikes me as a distinctly non-1E approach. The key to high level modules in 1E isn't making the die rolls tougher or beefing up monsters with extra hp and damage-dice, it's in creating challenges where having a high Open Locks percentage, good saving throws, and a lot of hp won't help. I felt that the module either should've been adjusted for much lower level characters (say 7th level instead of 12th) so the die-rolls and monsters wouldn't have needed to be adjusted (i.e. a 7th level character's Open Locks skill is about the same as a 12th level character's skill at -25%; a 7th level party will have about the same difficulty with normal wraiths as a 12th level party will with uber-wraiths, etc.) or the whole thing should've been re-written to change the nature of the challenges (this is obviously much less feasible for a "conversion" but wouldn't it have been cool -- the same "plot," the same map, but totally different challenges emphasizing the different philosophy and approach of the the different editions). [/QUOTE]
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