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<blockquote data-quote="mudlock" data-source="post: 5426922" data-attributes="member: 95211"><p>I've read through Kyber's Harvest, and it seems like a great little self-contained module. I've run Keep on the Shadowfell more than once, but I am much less impressed with it. (To be fair, it was the first module, so there was a lot of things they were still figuring out. The lowlights: Watch out for the Kobold warren; good chance of a total party kill there! The treasure awarded is well below the recommended guidelines. Once you get to the keep itself, there are, I feel, more encounters than are necessary to move the story along. The Trap Room is lame (and ignores the guideline of "never have an encounter that's just traps.) The few (one?) skill challenge is kinda weaksauce.)</p><p></p><p>But as for your actual questions:</p><p></p><p>2. The original core books are a perfectly capable game system, and, you DO NOT have to subscribe to DDI for the rules updates. They live here: </p><p></p><p><a href="http://wizards.com/dnd/Article.aspx?x=dnd/updates" target="_blank">Dungeons & Dragons Roleplaying Game Official Home Page - Article (Official D&D Updates)</a></p><p></p><p>And yes, some numerical tweaks were made to monsters; details ar in the rules updates (I believe?) But at low-level, they don't really matter, so I wouldn't worry about it to much. But if you stick with it, the Monster Vault is, IMHO, AWESOME. Not because it has the improved numbers, but because the STYLE is so much better. If you compare how MM wraiths play to how MV wraiths play, you'll see what I mean. And even more so with dragons!</p></blockquote><p></p>
[QUOTE="mudlock, post: 5426922, member: 95211"] I've read through Kyber's Harvest, and it seems like a great little self-contained module. I've run Keep on the Shadowfell more than once, but I am much less impressed with it. (To be fair, it was the first module, so there was a lot of things they were still figuring out. The lowlights: Watch out for the Kobold warren; good chance of a total party kill there! The treasure awarded is well below the recommended guidelines. Once you get to the keep itself, there are, I feel, more encounters than are necessary to move the story along. The Trap Room is lame (and ignores the guideline of "never have an encounter that's just traps.) The few (one?) skill challenge is kinda weaksauce.) But as for your actual questions: 2. The original core books are a perfectly capable game system, and, you DO NOT have to subscribe to DDI for the rules updates. They live here: [url=http://wizards.com/dnd/Article.aspx?x=dnd/updates]Dungeons & Dragons Roleplaying Game Official Home Page - Article (Official D&D Updates)[/url] And yes, some numerical tweaks were made to monsters; details ar in the rules updates (I believe?) But at low-level, they don't really matter, so I wouldn't worry about it to much. But if you stick with it, the Monster Vault is, IMHO, AWESOME. Not because it has the improved numbers, but because the STYLE is so much better. If you compare how MM wraiths play to how MV wraiths play, you'll see what I mean. And even more so with dragons! [/QUOTE]
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