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New adventure path from ENP
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<blockquote data-quote="TrickyUK" data-source="post: 5162435" data-attributes="member: 13504"><p>RangerWickett - For me the strengths are the races and classes. They are now so many combinations that I feel I can create characters for any occasion. You can also create a world where all the races have homes but don't feel like they are already predetermined. The 'points of light' aspect also allows a campaign to build on exploration and discovery.</p><p></p><p>The cosmology feels right and I would like to see that used a little more - adventures in the Feywild or even the Far Realm. I've just read PH3 and was inspired by the Living Gate history. Not sure how much can be used directly (due to copyright, and all) but the concept was there.</p><p></p><p>The DMG has loads of material, companion characters, monster themes, hazards, etc. that I think should be exploited. This would certainly help me when running a published adventure as I would be able to understand some of the way the rules had been used to create the encounters, and that would help if I needed to adjust an encounter.</p><p></p><p>That said, I don't think that 4e is perfect. I still don't like skill challenges and magic items seemed to have lost some of their appeal. But I keep on trying to find ways to make these things into positives. Wish lists are OK but I would like to see a random (or predetermined) treasure list to which I would amalgamate with wish lists.</p><p></p><p>I agree with Blackbrrd that WotBS has a great story and great characters and that the focus on roleplaying does hide the conversion element. That said, I was running the journey to Seaquen recently and felt that the need for a skill challenge was not necessary. In the 3.5 version to the PCs just journeyed with the option of some possible encounters if the DM felt they were appropriate. So I just ran the journey as I would have in 3.5 and used the encounters that I thought the PCs would enjoy. This is where I think that 'conversion' became a little more apparent.</p><p></p><p>I would also like to see a more comprehensive campaign guide. I know that WotBS introduces the campaign through the adventures, and this is great for the PCs, but I would like to know more as a DM so that I am better prepared for questions from my players. This wouldn't necessarily need to be hundreds of pages, and could just give pointers where the DM should feel free to fill in the blanks, but having a sight of the bigger picture helps the players believe the world is thought out beyond their current battle map.</p><p></p><p>Starting to ramble now, so will pause. But I will add that I am working on my own campaign for running after WotBS and so I am going through a process which is addressing the above myself.</p></blockquote><p></p>
[QUOTE="TrickyUK, post: 5162435, member: 13504"] RangerWickett - For me the strengths are the races and classes. They are now so many combinations that I feel I can create characters for any occasion. You can also create a world where all the races have homes but don't feel like they are already predetermined. The 'points of light' aspect also allows a campaign to build on exploration and discovery. The cosmology feels right and I would like to see that used a little more - adventures in the Feywild or even the Far Realm. I've just read PH3 and was inspired by the Living Gate history. Not sure how much can be used directly (due to copyright, and all) but the concept was there. The DMG has loads of material, companion characters, monster themes, hazards, etc. that I think should be exploited. This would certainly help me when running a published adventure as I would be able to understand some of the way the rules had been used to create the encounters, and that would help if I needed to adjust an encounter. That said, I don't think that 4e is perfect. I still don't like skill challenges and magic items seemed to have lost some of their appeal. But I keep on trying to find ways to make these things into positives. Wish lists are OK but I would like to see a random (or predetermined) treasure list to which I would amalgamate with wish lists. I agree with Blackbrrd that WotBS has a great story and great characters and that the focus on roleplaying does hide the conversion element. That said, I was running the journey to Seaquen recently and felt that the need for a skill challenge was not necessary. In the 3.5 version to the PCs just journeyed with the option of some possible encounters if the DM felt they were appropriate. So I just ran the journey as I would have in 3.5 and used the encounters that I thought the PCs would enjoy. This is where I think that 'conversion' became a little more apparent. I would also like to see a more comprehensive campaign guide. I know that WotBS introduces the campaign through the adventures, and this is great for the PCs, but I would like to know more as a DM so that I am better prepared for questions from my players. This wouldn't necessarily need to be hundreds of pages, and could just give pointers where the DM should feel free to fill in the blanks, but having a sight of the bigger picture helps the players believe the world is thought out beyond their current battle map. Starting to ramble now, so will pause. But I will add that I am working on my own campaign for running after WotBS and so I am going through a process which is addressing the above myself. [/QUOTE]
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