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One does not simply walk into the Caves of Chaos
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<blockquote data-quote="howandwhy99" data-source="post: 5949361" data-attributes="member: 3192"><p>I like it. Something the playtest is missing in terms of adventure design is not having the Keep available to the PC or the wilderness as the zone between. </p><p></p><p>"Always in Enemy Territory" gets old really, really fast. And I think it carries with it certain presumptive playstyles that lead to quick resource turn around (or no resources) and loss of the sense of danger due to rule assumptions.</p><p></p><p>Definitely redraw the caves, if you have seasoned players who know B2 already. </p><p></p><p>If you start out with an attack on the keep, ensure any outcome is possible - win or lose. Then make the PCs actions what tips the balance.</p><p></p><p>If you remove the "bunch of caves with different humanoids" aspect of the Chaos Caves, you're losing most of the module. Mass combat on plains is a different adventure and isn't supported in the current playtest rules either.</p><p></p><p>Starting the PCs at level 2 for the caves isn't a bad idea, but you'll probably want smarter NPCs. My experience so far is the stat numbers are vastly in favor of the PCs, so implement difficulty by ear in case you go too far. The feel of the numbers in relation to the predetermined encounters is something I expect they want feedback on. Add better tactics is just gravy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5949361, member: 3192"] I like it. Something the playtest is missing in terms of adventure design is not having the Keep available to the PC or the wilderness as the zone between. "Always in Enemy Territory" gets old really, really fast. And I think it carries with it certain presumptive playstyles that lead to quick resource turn around (or no resources) and loss of the sense of danger due to rule assumptions. Definitely redraw the caves, if you have seasoned players who know B2 already. If you start out with an attack on the keep, ensure any outcome is possible - win or lose. Then make the PCs actions what tips the balance. If you remove the "bunch of caves with different humanoids" aspect of the Chaos Caves, you're losing most of the module. Mass combat on plains is a different adventure and isn't supported in the current playtest rules either. Starting the PCs at level 2 for the caves isn't a bad idea, but you'll probably want smarter NPCs. My experience so far is the stat numbers are vastly in favor of the PCs, so implement difficulty by ear in case you go too far. The feel of the numbers in relation to the predetermined encounters is something I expect they want feedback on. Add better tactics is just gravy. :) [/QUOTE]
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One does not simply walk into the Caves of Chaos
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