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<blockquote data-quote="Lizard" data-source="post: 4247592" data-attributes="member: 1054"><p>I pretty much ran everything as written. I wasn't going to assume something was broken/wrong without a lot more data, and if WOTC let critical errors into their flagship "launch" product, well, that's their look-out. It *is* odd that what will be, for most people, their first look at 4e and a factor in their decision to buy or not buy is so...second rate? Recycled maps, incomplete rules, waffling between being a "transition" module and an "intro module"...</p><p></p><p>How Lizard Would Have Done It:</p><p>a)Decide that this module is aimed at active, and especially disgruntled, 3e players. It's not intended for noobs. </p><p></p><p>b)The main focus will be on "Why 4e is t3h r0xxx0rz!", with all of the "coolest" parts of 4e shown off early on. I'd have done it "Minion swarm encounter, skill challenge encounter, complex mixed encounter, solo boss monster fight" as the primary railroad path through the first part of the module, with branching options from there.</p><p></p><p>c)Since it would be aimed at existing players, missing rules (like equipment prices) would say "For purposes of this module, you can use your 3e PHB. If you don't have one, use the SRD at blah blah blah."</p><p></p><p>d)With the space saved from the lack of text aimed at new DMs, I'd have had more uses for skills. At least one "cool trick" per skill, or for the combat skills, at least.</p><p></p><p>e)Three or four generic human stat blocks. Enough so that the DM could hastily give individual stats to any random NPC who mattered enough to merit them.</p><p></p><p>f)Eight pregens -- one for each class. Ideally, every race would be in there, too. Include advice on making sure the PCs picked include a healer. <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=":)" /> (What surprised me was that even with both the Warlord and the Cleric in the party, there was still a lot of damage taken. Things I've learned: What looks like low damage numbers and high hit points plays out very differently due to more frequent AOOs and higher monster counts per encounter.)</p></blockquote><p></p>
[QUOTE="Lizard, post: 4247592, member: 1054"] I pretty much ran everything as written. I wasn't going to assume something was broken/wrong without a lot more data, and if WOTC let critical errors into their flagship "launch" product, well, that's their look-out. It *is* odd that what will be, for most people, their first look at 4e and a factor in their decision to buy or not buy is so...second rate? Recycled maps, incomplete rules, waffling between being a "transition" module and an "intro module"... How Lizard Would Have Done It: a)Decide that this module is aimed at active, and especially disgruntled, 3e players. It's not intended for noobs. b)The main focus will be on "Why 4e is t3h r0xxx0rz!", with all of the "coolest" parts of 4e shown off early on. I'd have done it "Minion swarm encounter, skill challenge encounter, complex mixed encounter, solo boss monster fight" as the primary railroad path through the first part of the module, with branching options from there. c)Since it would be aimed at existing players, missing rules (like equipment prices) would say "For purposes of this module, you can use your 3e PHB. If you don't have one, use the SRD at blah blah blah." d)With the space saved from the lack of text aimed at new DMs, I'd have had more uses for skills. At least one "cool trick" per skill, or for the combat skills, at least. e)Three or four generic human stat blocks. Enough so that the DM could hastily give individual stats to any random NPC who mattered enough to merit them. f)Eight pregens -- one for each class. Ideally, every race would be in there, too. Include advice on making sure the PCs picked include a healer. :) (What surprised me was that even with both the Warlord and the Cleric in the party, there was still a lot of damage taken. Things I've learned: What looks like low damage numbers and high hit points plays out very differently due to more frequent AOOs and higher monster counts per encounter.) [/QUOTE]
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