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<blockquote data-quote="Connorsrpg" data-source="post: 5116209" data-attributes="member: 19265"><p>1. Minions - we now have a mechanic to use lots of bad guys, but I don't see too many of them. Actually a bigger variety in monsters full stop (by that I don't mean weird and wonderful combos, just variances on same race/theme). For eg Trollhaunt warrens. How many fights vs same creature - I substituted many troll types from the compendium, inc sev minions and several of lower level. Some encs in that module (grell, etc) really didn't need to be there. I think this may have led to 2 other points.</p><p></p><p>2. Theme - I love when a module follows a theme of some sort. Rewards players for investing in it too. From architecture to the creatures enc. (Eg: Adding Skalmad's son going hunting with troll hounds (thanks Blackdirge) was one of the most fun encounters in trollhaunt for the PCs. Having orcs from a certain tribe stand out from those from another, etc.</p><p></p><p>3. Description - I am not a fan of only encounter areas having a 'boxed description'. This is vital for theme and the 'feel' of a place. I love attention to minor details in descriptions (like Red Hand of Doom). Goblin songs, carvings reflecting previous inhabitants, etc</p><p></p><p>4. Villain - as many have already said BBEG shouldn't just be awaiting random bunch of good guys to come and defeat him/her/it. Needs to be active. PCs loved that Skalmad was exactly that. They really hated him by the 3rd time they had to defeat him.</p><p></p><p>5. Balance - Well 'not balanced' for me. I am not fond of the math-like theory of encounter balance. Rather than finding the fact that every encounter is around the PC level a challenge we find it a bore. I certainly do reading the module. Throw in encounters that ARE easy (as suggested in DMG). Make encounters that the PCs aren't meant to find a 'balanced encounter' or let them know they are VERY unlikely to survive. Not every encounter has to be a balanced fight. That green dragon is in the forest whether PCs are 1st or 12th. Why can't it encounter them at 1st? It doesn't have to kill them...</p><p></p><p>6. Odd adventures - now it appears every adventure has to be suitable for every campaign...I am finding a lot of them lame. I would like some more exotic adventures, especially some variance in setting. Deserts, snow, jungle, moats, completely fantastical. hard to put a finger on, but not many adventures are surprising anymore.</p><p></p><p>5. Treasure - include the new treasure ideas from books beyond PHB. Eg a lot more alchemical items, poisons, new weapons, boons or even suggest just boosting an item a player already has.</p><p></p><p>Hope that helps off the top of my head. C</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5116209, member: 19265"] 1. Minions - we now have a mechanic to use lots of bad guys, but I don't see too many of them. Actually a bigger variety in monsters full stop (by that I don't mean weird and wonderful combos, just variances on same race/theme). For eg Trollhaunt warrens. How many fights vs same creature - I substituted many troll types from the compendium, inc sev minions and several of lower level. Some encs in that module (grell, etc) really didn't need to be there. I think this may have led to 2 other points. 2. Theme - I love when a module follows a theme of some sort. Rewards players for investing in it too. From architecture to the creatures enc. (Eg: Adding Skalmad's son going hunting with troll hounds (thanks Blackdirge) was one of the most fun encounters in trollhaunt for the PCs. Having orcs from a certain tribe stand out from those from another, etc. 3. Description - I am not a fan of only encounter areas having a 'boxed description'. This is vital for theme and the 'feel' of a place. I love attention to minor details in descriptions (like Red Hand of Doom). Goblin songs, carvings reflecting previous inhabitants, etc 4. Villain - as many have already said BBEG shouldn't just be awaiting random bunch of good guys to come and defeat him/her/it. Needs to be active. PCs loved that Skalmad was exactly that. They really hated him by the 3rd time they had to defeat him. 5. Balance - Well 'not balanced' for me. I am not fond of the math-like theory of encounter balance. Rather than finding the fact that every encounter is around the PC level a challenge we find it a bore. I certainly do reading the module. Throw in encounters that ARE easy (as suggested in DMG). Make encounters that the PCs aren't meant to find a 'balanced encounter' or let them know they are VERY unlikely to survive. Not every encounter has to be a balanced fight. That green dragon is in the forest whether PCs are 1st or 12th. Why can't it encounter them at 1st? It doesn't have to kill them... 6. Odd adventures - now it appears every adventure has to be suitable for every campaign...I am finding a lot of them lame. I would like some more exotic adventures, especially some variance in setting. Deserts, snow, jungle, moats, completely fantastical. hard to put a finger on, but not many adventures are surprising anymore. 5. Treasure - include the new treasure ideas from books beyond PHB. Eg a lot more alchemical items, poisons, new weapons, boons or even suggest just boosting an item a player already has. Hope that helps off the top of my head. C [/QUOTE]
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