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HM's AP for PbP -(closed group, playtesting)
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<blockquote data-quote="Dragonwriter" data-source="post: 5667171" data-attributes="member: 54988"><p>Seeing as you’re looking for feedback, here goes…</p><p></p><p></p><p></p><p>Perhaps another option would be to have a cave-in collapse the other path. Or a door, locked and barred from the other side. Older cultures were often quite paranoid about tomb-robbers… Along with Indiana Jones, you might look at The Mummy (90’s) and its pressurized salt acid trap as an example.</p><p></p><p></p><p></p><p>This being PbP, the combat should be less significant. We all know how it slows the game to a crawl, and it’s really important for that <em>not</em> to happen when the campaign has only just begun.</p><p></p><p></p><p></p><p>Hit-and-runs aren’t really an easy thing at low levels, even for monsters. The different material tweak could have reduced the difficulty (I’d say reduce the DR, rather than drop it, or add another weak snake or two). The main issue with the cobra fight was its high AC and DR. Arsa, Tox and Sandwalker could barely hit it, let alone harm it through the DR. Admittedly, they aren’t the warrior-types, but when they were working on just giving bonuses to the other fighters, they were still ineffective due to the thing’s high (for such low levels) AC.</p><p></p><p></p><p></p><p>Yeah, but that was a big IF. He only finally hit because of a nat 20… It’s really not possible to rely on those for the fight. Still, the random element is a large part of the game.</p><p></p><p></p><p></p><p>The treasure was a clever way of giving out personalized gear. But it runs the risk of giving players something more potent than they should really have.</p><p></p><p></p><p></p><p>Yeah, that note should probably be X’d out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> AFAIK, the biggest draw of an AP is the encounters, story and locations are all mapped out for you. By leaving all those things up to the DM, they might as well just write their own. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>As for the 4K cash, this again runs into players being able to get exactly what they want (benefit!) but with the possibility of them picking up something overpowered (drawback). But anyway, can we spend some of the money to upgrade our special item with a new effect? Yes, I'm thinking of watching the Emperor Scorpion Carapace turn magical and get a +1. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dragonwriter, post: 5667171, member: 54988"] Seeing as you’re looking for feedback, here goes… Perhaps another option would be to have a cave-in collapse the other path. Or a door, locked and barred from the other side. Older cultures were often quite paranoid about tomb-robbers… Along with Indiana Jones, you might look at The Mummy (90’s) and its pressurized salt acid trap as an example. This being PbP, the combat should be less significant. We all know how it slows the game to a crawl, and it’s really important for that [i]not[/i] to happen when the campaign has only just begun. Hit-and-runs aren’t really an easy thing at low levels, even for monsters. The different material tweak could have reduced the difficulty (I’d say reduce the DR, rather than drop it, or add another weak snake or two). The main issue with the cobra fight was its high AC and DR. Arsa, Tox and Sandwalker could barely hit it, let alone harm it through the DR. Admittedly, they aren’t the warrior-types, but when they were working on just giving bonuses to the other fighters, they were still ineffective due to the thing’s high (for such low levels) AC. Yeah, but that was a big IF. He only finally hit because of a nat 20… It’s really not possible to rely on those for the fight. Still, the random element is a large part of the game. The treasure was a clever way of giving out personalized gear. But it runs the risk of giving players something more potent than they should really have. Yeah, that note should probably be X’d out. :p AFAIK, the biggest draw of an AP is the encounters, story and locations are all mapped out for you. By leaving all those things up to the DM, they might as well just write their own. :erm: As for the 4K cash, this again runs into players being able to get exactly what they want (benefit!) but with the possibility of them picking up something overpowered (drawback). But anyway, can we spend some of the money to upgrade our special item with a new effect? Yes, I'm thinking of watching the Emperor Scorpion Carapace turn magical and get a +1. :) [/QUOTE]
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