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Dungeon Crawl Classics - like 'em?
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<blockquote data-quote="Abraxas" data-source="post: 3360868" data-attributes="member: 1266"><p>I'm not terribly fond of them although they have some good parts.</p><p>The group I game with has been run through a number of them.</p><p>Some of the less than fun things (IMO) about these are </p><p></p><p>1) They foster a take 20 and search everything mentality, and I mean everything.</p><p>2) You pretty much have to have a character with the trap finding ability maxed out.</p><p>3) In a number of the adventures they more or less make up rules or mix 3.0 and 3.5 versions of rules.</p><p>4) In each one we have played through there have been one or more plot elements that just jar me out of my suspension of disbelief.</p><p>5) They have more than a reasonable number of gotcha type moments - things like you defeat the BBEG at the end and destroy the evil mcguffin only to have it explode for 1d10 x 10 points of force damage to everything within a 100 ft radius or the only way to open the secret door you have to go through is to manipulate a series of five levers each with 3 different possible positions and any wrong arrangement does damage to everyone in the room - and there is no indication on the correct arrangement.</p></blockquote><p></p>
[QUOTE="Abraxas, post: 3360868, member: 1266"] I'm not terribly fond of them although they have some good parts. The group I game with has been run through a number of them. Some of the less than fun things (IMO) about these are 1) They foster a take 20 and search everything mentality, and I mean everything. 2) You pretty much have to have a character with the trap finding ability maxed out. 3) In a number of the adventures they more or less make up rules or mix 3.0 and 3.5 versions of rules. 4) In each one we have played through there have been one or more plot elements that just jar me out of my suspension of disbelief. 5) They have more than a reasonable number of gotcha type moments - things like you defeat the BBEG at the end and destroy the evil mcguffin only to have it explode for 1d10 x 10 points of force damage to everything within a 100 ft radius or the only way to open the secret door you have to go through is to manipulate a series of five levers each with 3 different possible positions and any wrong arrangement does damage to everyone in the room - and there is no indication on the correct arrangement. [/QUOTE]
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