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General Tabletop Discussion
*Dungeons & Dragons
My tweak to make (Champion) Fighters decent
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<blockquote data-quote="S'mon" data-source="post: 7121548" data-attributes="member: 463"><p>What if GM tells you "I'm running this well known published adventure?" Do you assume he will </p><p>add in time constraints (that still allow for 1 hour short rests) to make your Fighter PC viable? Because none of the published adventures I have "Police the Adventuring Day" the way Flamestrike demands. Certainly none of the WoTC ones, few of the Paizo ones do either. There is a strong tendency towards </p><p>"linear strings of encounters" in a dungeon with no wandering monsters, and you always arrive Just In Time to stop the ritual... </p><p></p><p>If it <strong>is </strong>a "stop the ritual" adventure then I like to add a time constraint myself, but it only works if the players know about it. So recently running both 4e DCC adventure "Mists of Madnesss" and 3e Paizo (run</p><p> in 5e) adventure Seven Swords of Sin I had NPCs tell the PCs they only had 1 night/2 days to stop the ritual. If they failed/fail then I will have the ritual complete and will adjudicate consequences.</p><p></p><p>But I can't turn every dungeon crawl into a time-limited adventure. Just ran "The Asylum Stone" and there is no plausible way to put it on a time limit - the maguffin has been sitting there for 10,000 years, </p><p>guarded by the BBEG - without huge rewriting.</p><p></p><p>But I would always let a player rebuild or replace a PC that wasn't working out.</p></blockquote><p></p>
[QUOTE="S'mon, post: 7121548, member: 463"] What if GM tells you "I'm running this well known published adventure?" Do you assume he will add in time constraints (that still allow for 1 hour short rests) to make your Fighter PC viable? Because none of the published adventures I have "Police the Adventuring Day" the way Flamestrike demands. Certainly none of the WoTC ones, few of the Paizo ones do either. There is a strong tendency towards "linear strings of encounters" in a dungeon with no wandering monsters, and you always arrive Just In Time to stop the ritual... If it [B]is [/B]a "stop the ritual" adventure then I like to add a time constraint myself, but it only works if the players know about it. So recently running both 4e DCC adventure "Mists of Madnesss" and 3e Paizo (run in 5e) adventure Seven Swords of Sin I had NPCs tell the PCs they only had 1 night/2 days to stop the ritual. If they failed/fail then I will have the ritual complete and will adjudicate consequences. But I can't turn every dungeon crawl into a time-limited adventure. Just ran "The Asylum Stone" and there is no plausible way to put it on a time limit - the maguffin has been sitting there for 10,000 years, guarded by the BBEG - without huge rewriting. But I would always let a player rebuild or replace a PC that wasn't working out. [/QUOTE]
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