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Orcus of Necromancer Games says "You were right, I was wrong"
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<blockquote data-quote="Remathilis" data-source="post: 4962647" data-attributes="member: 7635"><p>I think it might be a good idea to fork this topic.</p><p></p><p>I believe modules should have SOLVABLE solutions, but not by anyone at any time. Otherwise, you end up with modules full of 10x10 rooms and orcs. I think by 9th level, a PC should be able to come across SOME way of flying, swimming, or short-term teleporting via spells, magic items, or such. I REALLY don't believe modules should try to account for EVERY possible party composition (such as a group of 5 bards) so it falls on the DM to ADAPT THE MODULE to make sure his group can succeed. He can place low-charged items (wand of fly, potions of waterbreathing) in adventures before that one (you DID review the module long before the day of running it, right?) to aid the PCs (assuming they're not idiots and sell it off to by another +1 on their armor...) </p><p></p><p>So I really believe somewhat in the middle: a good module has primary objectives that any class can complete, but I believe in side-quests and alternate goals certain classes are better suited for (or they alone can do) spices up the game and makes the players feel good about their "role." Everything I mentioned in the module either was a side-trek (chasm), an encounter doable-but-harder (swimming) or involved finding some resources in the module to aid you (crypt/vampire). Spells certainly made it easier, but a crafty group of PCs could find alternate methods (even if alternate means leaving, resting, and re-prioritizing spells) of accomplishing goals. </p><p></p><p>YMMV, of course.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4962647, member: 7635"] I think it might be a good idea to fork this topic. I believe modules should have SOLVABLE solutions, but not by anyone at any time. Otherwise, you end up with modules full of 10x10 rooms and orcs. I think by 9th level, a PC should be able to come across SOME way of flying, swimming, or short-term teleporting via spells, magic items, or such. I REALLY don't believe modules should try to account for EVERY possible party composition (such as a group of 5 bards) so it falls on the DM to ADAPT THE MODULE to make sure his group can succeed. He can place low-charged items (wand of fly, potions of waterbreathing) in adventures before that one (you DID review the module long before the day of running it, right?) to aid the PCs (assuming they're not idiots and sell it off to by another +1 on their armor...) So I really believe somewhat in the middle: a good module has primary objectives that any class can complete, but I believe in side-quests and alternate goals certain classes are better suited for (or they alone can do) spices up the game and makes the players feel good about their "role." Everything I mentioned in the module either was a side-trek (chasm), an encounter doable-but-harder (swimming) or involved finding some resources in the module to aid you (crypt/vampire). Spells certainly made it easier, but a crafty group of PCs could find alternate methods (even if alternate means leaving, resting, and re-prioritizing spells) of accomplishing goals. YMMV, of course. [/QUOTE]
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