Lanefan
Victoria Rules
All this tells me is that the late-19th-century version of Strahd must have lived in San Francisco, as other than one or two dead ends all the paths ultimately lead to there.Sounds like this:
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All this tells me is that the late-19th-century version of Strahd must have lived in San Francisco, as other than one or two dead ends all the paths ultimately lead to there.Sounds like this:
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I thought about the druid but I just don't like the implementation in 5e. I like my druids 2E ish rather than shape-shifting combat monsters. I'll look again at the nature domain.Were I a potential player given this as a pitch, my question would be why neither Druid nor Nature Cleric are available as classes. Don't need both, but one would be nice.
I'd also be curious what spells you were culling and, possibly, what you were inserting to replace them particularly for utility mages and diviners (who I would guess would be most squarely in your crosshairs) to keep those archetypes viable.
Other than those minor things, and my belief that every campaign starts at 1st level, this looks like it could rock pretty good!I like the slow advancement, the limited races, and so forth - very old-school feel to it.
I didn’t say they were primitive. I said it was old fashioned to think all play was like that. I’m fleshing out a dungeon as we speak. When the PCs reach the end they will level up. Maybe it’s milestone. Maybe it’s linear not sure. They certainly don’t have to complete everything in it. Just take one of the multiple paths to the end. There are several threats inside the multiple levels - some tougher some easier.Well, my "way of seeing things" comes from starting out with 4e when it launched and eventually running Temple of Elemental Evil after running and playing in a variety of by-now-traditional narrative-driven campaigns and reading some OSR blogs. IMO, it's far more "old fashioned" to view pre-Dragonlance styles of gaming as primitive and less advanced rather than as just a legitimately different type of game.
Sounds like this:
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If they're only going to level up when they reach the end, and the players know this, what incentive is there to do anything other than get to the end as quickly and efficiently as possible?I didn’t say they were primitive. I said it was old fashioned to think all play was like that. I’m fleshing out a dungeon as we speak. When the PCs reach the end they will level up. Maybe it’s milestone. Maybe it’s linear not sure. They certainly don’t have to complete everything in it. Just take one of the multiple paths to the end. There are several threats inside the multiple levels - some tougher some easier.
I suspect the point was to cheekily note that a multi-path railroad is, in the end, still a railroad.I’m not sure what point you’re making with your US map. Barovia has little in common with the US.
This why a goal oriented dungeon tends to be fairly linear. It doesn't really make a lot of sense for it to be otherwise.From a strictly pragmatic point of view, this almost certainly means you're designing and prepping a lot of material you're not going to end up using, because they'll skip past it if they can
My players enjoy the experience. They play for the fun of it. They can explore without an immediate gain if it aids the verisimilitude of the game.If they're only going to level up when they reach the end, and the players know this, what incentive is there to do anything other than get to the end as quickly and efficiently as possible?
From a strictly pragmatic point of view, this almost certainly means you're designing and prepping a lot of material you're not going to end up using, because they'll skip past it if they can.
From a play point of view, that ends up making the whole game far too goal-oriented for my tastes. Sure the PCs' adventure count goes up, but to what enjoyment if all they're doing is dipping their toes into each adventure to the minimum extent required to complete it?
I suspect the point was to cheekily note that a multi-path railroad is, in the end, still a railroad.
All this tells me is that the late-19th-century version of Strahd must have lived in San Francisco, as other than one or two dead ends all the paths ultimately lead to there.![]()
I didn’t say they were primitive. I said it was old fashioned to think all play was like that. I’m fleshing out a dungeon as we speak. When the PCs reach the end they will level up. Maybe it’s milestone. Maybe it’s linear not sure. They certainly don’t have to complete everything in it. Just take one of the multiple paths to the end. There are several threats inside the multiple levels - some tougher some easier.
I’m not sure what point you’re making with your US map.