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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Paizo and 4e.
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<blockquote data-quote="Raven Crowking" data-source="post: 5508192" data-attributes="member: 18280"><p>I personally found a lot of useful material in 3pp.....sometimes far better material than in the official books. I think that relates more to what you want in a game than to any objective quality in the material. I've also never had any qualms about changing things to meet my needs, so something that almost does the job, but needs work, is better than something that doesn't do the job very well at all.</p><p></p><p>I think that the style of your game may also factor into the usefulness of products. In my games, the players are thrown a lot of options, and they choose what to follow up on. Some of those options are tougher, some have better rewards, etc. </p><p></p><p>If the players get to choose (what 3e calls "Status Quo Encounters") then I don't care how easy or tough the encounters are. I only care that I have placed sufficient means for the players to get some ability to gauge roughly how tough an area might be. </p><p></p><p>In an Adventure Path-type game, I would find it far more important that each of the encounters are balanced against the party, as their options for avoiding them would be necessarily limited.</p><p></p><p>Of course, it could also be that I've just been lucky in terms of what I've purchased. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5508192, member: 18280"] I personally found a lot of useful material in 3pp.....sometimes far better material than in the official books. I think that relates more to what you want in a game than to any objective quality in the material. I've also never had any qualms about changing things to meet my needs, so something that almost does the job, but needs work, is better than something that doesn't do the job very well at all. I think that the style of your game may also factor into the usefulness of products. In my games, the players are thrown a lot of options, and they choose what to follow up on. Some of those options are tougher, some have better rewards, etc. If the players get to choose (what 3e calls "Status Quo Encounters") then I don't care how easy or tough the encounters are. I only care that I have placed sufficient means for the players to get some ability to gauge roughly how tough an area might be. In an Adventure Path-type game, I would find it far more important that each of the encounters are balanced against the party, as their options for avoiding them would be necessarily limited. Of course, it could also be that I've just been lucky in terms of what I've purchased. :D [/QUOTE]
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