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New adventure path from ENP
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<blockquote data-quote="RangerWickett" data-source="post: 5162314" data-attributes="member: 63"><p>Tricky, what do you think of as 4e's strengths? </p><p></p><p>One thing we were considering (though it's probably too weird to pull off well) would be to have certain adventures be modular, so like you could play 2, 3, or 4 in any order. 4e makes it easy enough to scale challenges to party level by just subtracting or adding some numbers that we thought it might be feasible. Then again, we're not sure whether it's worth doing as anything other than a mere gimmick.</p><p></p><p>For the 3.5 WotBS, one of my goals was to fit in every rule I could, starting with counterspelling and ending with aging modifiers. I regret a bit that I never found a good excuse to make "multiple abjurations in the same area start to buzz" part of one adventure.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5162314, member: 63"] Tricky, what do you think of as 4e's strengths? One thing we were considering (though it's probably too weird to pull off well) would be to have certain adventures be modular, so like you could play 2, 3, or 4 in any order. 4e makes it easy enough to scale challenges to party level by just subtracting or adding some numbers that we thought it might be feasible. Then again, we're not sure whether it's worth doing as anything other than a mere gimmick. For the 3.5 WotBS, one of my goals was to fit in every rule I could, starting with counterspelling and ending with aging modifiers. I regret a bit that I never found a good excuse to make "multiple abjurations in the same area start to buzz" part of one adventure. [/QUOTE]
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