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Lost City of Barakus Users - A question....
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<blockquote data-quote="Celebrim" data-source="post: 6262896" data-attributes="member: 4937"><p>I own it, but haven't played it.</p><p></p><p>There are many elements of the design I approve of though. In particular, I like the sandboxish structure combined with a central plot element designed to be 'epic' but which considers an adventuring career with a fully epic plot to be 1-5 rather than 1-20. The half-normal awards for XP is right in line with my preferred pacing and desire to avoid the problems with large math, multiple statuses, imbalance between class tiers, and routine save or die, that start up somewhere between 11th and 13th level (assuming you otherwise have tight hold of the reigns).</p><p></p><p>The hardback format though is not particularly ideal in my mind for a module though, and the module is a bit on the primitive side, so I'd mostly recommend it as an introductory text for a new DM/group of players with the recommendation you print out/photocopy maps separately. You don't want to be flipping back and forth between a map and the text.</p><p></p><p></p><p></p><p>Well, that depends on what you mean by that.</p><p></p><p>You could easily run the adventure with the assumption that there are no party spell-casters, and sense it is sandboxy and only assumes the party will hit 5th level or so before finishing the main plot line it would work.</p><p></p><p>But you can't easily divorce magic itself from the setting, as the BBEG is a spellcaster and magical items and effects abound. So on the whole, it could be considered reasonably to simulate some of Conan's magical foes with the exception of the fact that the PC's are likely to end up with the usual allotment of magical treasures (many of which are rather clever and interesting, but not 'low magic' except in comparison to what D&D is capable of).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6262896, member: 4937"] I own it, but haven't played it. There are many elements of the design I approve of though. In particular, I like the sandboxish structure combined with a central plot element designed to be 'epic' but which considers an adventuring career with a fully epic plot to be 1-5 rather than 1-20. The half-normal awards for XP is right in line with my preferred pacing and desire to avoid the problems with large math, multiple statuses, imbalance between class tiers, and routine save or die, that start up somewhere between 11th and 13th level (assuming you otherwise have tight hold of the reigns). The hardback format though is not particularly ideal in my mind for a module though, and the module is a bit on the primitive side, so I'd mostly recommend it as an introductory text for a new DM/group of players with the recommendation you print out/photocopy maps separately. You don't want to be flipping back and forth between a map and the text. Well, that depends on what you mean by that. You could easily run the adventure with the assumption that there are no party spell-casters, and sense it is sandboxy and only assumes the party will hit 5th level or so before finishing the main plot line it would work. But you can't easily divorce magic itself from the setting, as the BBEG is a spellcaster and magical items and effects abound. So on the whole, it could be considered reasonably to simulate some of Conan's magical foes with the exception of the fact that the PC's are likely to end up with the usual allotment of magical treasures (many of which are rather clever and interesting, but not 'low magic' except in comparison to what D&D is capable of). [/QUOTE]
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