Zardnaar
Legend
Again
It's really just the defenses.
They really low balled monster defenses in 2014.
Low balled them in 2024 as well
Again
It's really just the defenses.
They really low balled monster defenses in 2014.
TV shows and movie series tend to be able to do this in longer form than just the very end part. It's just a clock. You just don't have to make it 10 minutes to midnight.few things to this:
1 - most "If we don't stop X, the world as we know it will end" style adventures are - or work much better when - bespoke to the specific setting and campaign they appear in. The best a generic adventure of that style can hope to do is give some DMs some ideas that can then be molded into their own campaigns; and if the adventure isn't generic the DM then has to build a lot of the campaign around it
2 - these adventures work fine as capstone "this is the climax - and end - of the campaign" pieces but are of limited use at best for campaigns intended to continue open-ended or indefinitely; you can only save the world so many times before it becomes old hat. This cuts into the projected market for these adventures
Yes, that's the buildup and foreshadowing piece I'm talking about. Your end-stage save-the-world adventure isn't going to include that stuff properly unless it builds in the whole campaign that came before it (i.e. it's a whole adventure path rather than just one adventure), meaning it's left up to the DM to provide that foreshadowing - and that ain't gonna happen if she's been running the game for two years and your adventure just released last week.TV shows and movie series tend to be able to do this in longer form than just the very end part. It's just a clock. You just don't have to make it 10 minutes to midnight.
The walking engine of destruction can walk slowly. The mad wizard still need the materials for the spell. The mad Titan still needs to collect thestonesmagic equipment.
If it isn't you quickly run the risk of "Ho hum, we just saved the world again. Third time this year? Or was it the fourth?".It doesn't have to be a capstone.
Agreed, if one has the right sort of players.The issue is high level play is not linear. Around mid level in D&D is where players go from being driven to getting a hold of the steering wheel
True, though this leaves the DM doing the hard work which an adventure module is in theory supposed to be doing for her. By high level she already has a well-established setting (one hopes!) and doesn't need a setting book*. What she needs is the actual adventure designs - maps, monsters, NPCs, treasures, plots, etc.You can no longer write a simple chapter by chapter book and you are more likely writing description of various areas and the dangers there or description of factions and how they move on their own. Closer to an setting book than an adventure book
Hard opt-in for the players too, as that probably couldn't be run as anything but a straight railroad.The only easy way to avoid that is to make the adventure book a description of a entire mission where actual beats and plans of the mission are already planned out by even stronger beings. And that's a heavy and hard opt in for sales
It's not a setting book. It's more like setting book than an adventure book but it's still an adventure book.True, though this leaves the DM doing the hard work which an adventure module is in theory supposed to be doing for her. By high level she already has a well-established setting (one hopes!) and doesn't need a setting book*. What she needs is the actual adventure designs - maps, monsters, NPCs, treasures, plots, etc.
It's not a setting book. It's more like setting book than an adventure book but it's still an adventure book.
For example, I could see a high level book about cults. You take the 4 cults of the MM and provide maps, monsters, motivations, magic spells, and magic items for each
And you have 4 bosses ready to X sessions
- Aberrant cult
- Cult Motivations
- Cult NPCs
- Summoned Monsters
- Cathedral of Crabs dungeon
- Crabgore the Pinchinstor
- Death cult
- Cult Motivations
- Cult NPCs
- Summoned Monsters
- Twisted Necropolis dungeon
- The Life Sipper
- Elemental cult
- Cult Motivations
- Cult NPCs
- Summoned Monsters
- Portal to the Four Ways dungeon
- Magnaros, Fire and Earth
- Freezocan, Aire and Water
- Infernal cult
- Cult Motivations
- Cult NPCs
- Summoned Monster
- Mount Fiendhole dungeo
- Imyp the Canbion Blademaster
Greater magic resistance, +3 AC, double hp.
Again
It's really just the defenses.
They really low balled monster defenses in 2014.
I don't know that I agree higher defenses is the answer, or rather the only answer. Mearls suggested a roughly 35% increase to damage and 35% decrease to HP for most if not all enemies, which makes things a lot more tense (I believe that's what he ended up doing for his home games). I've tried it, it works, it's just a pain to implement in entirety in a VTT.Low balled them in 2024 as well
I don't know that I agree higher defenses is the answer, or rather the only answer. Mearls suggested a roughly 35% increase to damage and 35% decrease to HP for most if not all enemies, which makes things a lot more tense (I believe that's what he ended up doing for his home games). I've tried it, it works, it's just a pain to implement in entirety in a VTT.
For enemies that're supposed be a significant challenge, I think added defenses are good as well![]()