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<blockquote data-quote="Hussar" data-source="post: 6072039" data-attributes="member: 22779"><p>Not to dogpile on Remalthalis here, but, I gotta wonder about something. That map in 3e would be a problem too. Granted, 3e combat is a fair bit more static than 4e combat, but, movement is still somewhat important. But, with all these narrow corridors, you essentially have one PC doing all the fighting while everyone else stands back and cheerleads. It's all choke point encounters. So, I have to wonder how interesting this adventure would be (at least the dungeon crawl bit because the rest seems like a lot of fun) in 3e.</p><p></p><p>And, if you look at where Rem is looking for inspiration, even 4e fans will say that these are bad examples - published adventures and early Dungeon advice. For some bizarre reason, WOTC adventure writers didn't bother to read the DMG. If you look at how encounters are built in the DMG, 5 CR Par creatures is NOT what's advocated. Of the five or six sample encounter templates in the DMG, I think only one uses that format. Almost all the others use bigger and smaller creatures and more or less than 5 baddies.</p><p></p><p>It's really kinda the reverse of how I experienced AD&D. In AD&D (and BD&D) I learned how to write adventures from the modules - Keep on the Borderlands, Isle of Dread, The Lost City, etc. Which meant I was learning from some of the best adventures for D&D ever.</p><p></p><p>4e players learned adventure design from some of the absolute worst adventures ever written for D&D. And it really poisoned the well. For Next to do well, WOTC really, REALLY has to pull its head out of its posterior and make some decent adventure modules to really showcase the system.</p><p></p><p>If you follow the adventure design advice in the DMG 1 (other than the Skill Challenges - obviously) you get a pretty darn fun adventure. If you look at the Chaos Scar adventures, they really do follow the DMG 1 much more closely. It took WOTC a couple of years, but, they finally figured out that you have to design adventures for system.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6072039, member: 22779"] Not to dogpile on Remalthalis here, but, I gotta wonder about something. That map in 3e would be a problem too. Granted, 3e combat is a fair bit more static than 4e combat, but, movement is still somewhat important. But, with all these narrow corridors, you essentially have one PC doing all the fighting while everyone else stands back and cheerleads. It's all choke point encounters. So, I have to wonder how interesting this adventure would be (at least the dungeon crawl bit because the rest seems like a lot of fun) in 3e. And, if you look at where Rem is looking for inspiration, even 4e fans will say that these are bad examples - published adventures and early Dungeon advice. For some bizarre reason, WOTC adventure writers didn't bother to read the DMG. If you look at how encounters are built in the DMG, 5 CR Par creatures is NOT what's advocated. Of the five or six sample encounter templates in the DMG, I think only one uses that format. Almost all the others use bigger and smaller creatures and more or less than 5 baddies. It's really kinda the reverse of how I experienced AD&D. In AD&D (and BD&D) I learned how to write adventures from the modules - Keep on the Borderlands, Isle of Dread, The Lost City, etc. Which meant I was learning from some of the best adventures for D&D ever. 4e players learned adventure design from some of the absolute worst adventures ever written for D&D. And it really poisoned the well. For Next to do well, WOTC really, REALLY has to pull its head out of its posterior and make some decent adventure modules to really showcase the system. If you follow the adventure design advice in the DMG 1 (other than the Skill Challenges - obviously) you get a pretty darn fun adventure. If you look at the Chaos Scar adventures, they really do follow the DMG 1 much more closely. It took WOTC a couple of years, but, they finally figured out that you have to design adventures for system. [/QUOTE]
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