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"Fear of Monsters" back into 4th Edition
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<blockquote data-quote="MoutonRustique" data-source="post: 7215432" data-attributes="member: 22362"><p>But even then, I'd argue that [Kobold Hall] is a "bad" 4e adventure : it's patterned on the "one room = one encounter" that so easily leads to the "slog" that 4e is often remarked on (and often, rightly so - because of this structure).</p><p></p><p>As a fun delve, an almost boardgame evening, yeah! It's really fun! But as an introduction, a <em>learning</em> experience, I feel it's teaching many bad habits.</p><p></p><p>IMO</p><p><strong>The Bad</strong></p><p>- linear room progression</p><p>- one room, one fight (or rp encounter, but still...)</p><p>- little to no plot or world-building (especially world-building, so important, so difficult to grasp, so few good examples)</p><p></p><p><strong>The Good!</strong></p><p>- dynamic encounters with a mix of adversaries</p><p>- use of terrain and traps to enhance an encounter</p><p>- a good difficulty setting</p><p>- kobolds! (I love those little bastards)</p><p>- a good example on how variants on the "same" creature goes a long way</p><p></p><p>Even with all these good points, the <em>[one room, one fight]</em> thing is so high on my list of things to kill that I have to give it a failing grade...</p><p></p><p>hehehe - no worries on the hyperbole, I love me some good hyperboling! (well, depends on the situation really, but yours was in good faith: that's the best kind. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p></p><p>But we might be seeing things a bit differently (which, you know, "sometimes" happens in forums <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=";)" /> ). What <em>I</em> was envisioning was more along the lines of you wanting a few monsters to be really nasty, super dangerous, PCs fear these creatures kind of situation. The fact that these powers throw the encounter building tools for a loop is kind of the point, no? Of course these are things that aren't supposed to be thrown around willy-nilly, that's why we're building them! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> How they are used is of utmost importance. These are meant as much as world-building blocks, plot elements, as they are opposition.</p><p></p><p>In this case, I estimate that you can get away with about 20 powers (or a lot less) which you would apply when appropriate :</p><p>petrify (medusa, basilisk, cockatrice) - death gaze (bodak) - death breath (catoblepas, basilisk) - eye rays (beholder)</p><p>"level drain" (wights, specters) - something else I'm not thinking about right now</p><p></p><p>Give us a list and we can work on building something you like! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7215432, member: 22362"] But even then, I'd argue that [Kobold Hall] is a "bad" 4e adventure : it's patterned on the "one room = one encounter" that so easily leads to the "slog" that 4e is often remarked on (and often, rightly so - because of this structure). As a fun delve, an almost boardgame evening, yeah! It's really fun! But as an introduction, a [I]learning[/I] experience, I feel it's teaching many bad habits. IMO [B]The Bad[/B] - linear room progression - one room, one fight (or rp encounter, but still...) - little to no plot or world-building (especially world-building, so important, so difficult to grasp, so few good examples) [B]The Good![/B] - dynamic encounters with a mix of adversaries - use of terrain and traps to enhance an encounter - a good difficulty setting - kobolds! (I love those little bastards) - a good example on how variants on the "same" creature goes a long way Even with all these good points, the [I][one room, one fight][/I] thing is so high on my list of things to kill that I have to give it a failing grade... hehehe - no worries on the hyperbole, I love me some good hyperboling! (well, depends on the situation really, but yours was in good faith: that's the best kind. :D ) But we might be seeing things a bit differently (which, you know, "sometimes" happens in forums ;) ). What [I]I[/I] was envisioning was more along the lines of you wanting a few monsters to be really nasty, super dangerous, PCs fear these creatures kind of situation. The fact that these powers throw the encounter building tools for a loop is kind of the point, no? Of course these are things that aren't supposed to be thrown around willy-nilly, that's why we're building them! :D How they are used is of utmost importance. These are meant as much as world-building blocks, plot elements, as they are opposition. In this case, I estimate that you can get away with about 20 powers (or a lot less) which you would apply when appropriate : petrify (medusa, basilisk, cockatrice) - death gaze (bodak) - death breath (catoblepas, basilisk) - eye rays (beholder) "level drain" (wights, specters) - something else I'm not thinking about right now Give us a list and we can work on building something you like! :D [/QUOTE]
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