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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Pre-4e adventures ripe for conversion?
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<blockquote data-quote="ferratus" data-source="post: 4143115" data-attributes="member: 55966"><p>I ran through the preview characters with paizo's "Crown of the Kobold King". I was disappointed when I first bought it, because there were simply too many encounters in the Dungeon, and many of those were very dangerous encounters. It was simply unplayable for the 2nd level characters it was designed for. For example there were rooms where you faced Allips, where you faced both a trap and multiple Vargouilles, and a CR 6 chain-like creature. Quite simply, unless you were taking a quarter of the dungeon at a time and then resting, you were pretty much doomed to a TPK. This was made impossible by the plotline, which forced you to save 5 children in the midst of the dungeon and made time of the essence. </p><p></p><p>However, as a 4th edition adventure it was a blast. The party could heal up between encounters and you didn't have to worry about running out of all of your spells. Where I didn't have the creatures yet, I either dropped them or replaced them with a creature of equal power. They didn't manage to get to the end of the adventure, but they did manage to get to the end of level 1 before they lost their dailies, but they have a little bit of healing left, so they are going to try and push ahead to find the last two children next session.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4143115, member: 55966"] I ran through the preview characters with paizo's "Crown of the Kobold King". I was disappointed when I first bought it, because there were simply too many encounters in the Dungeon, and many of those were very dangerous encounters. It was simply unplayable for the 2nd level characters it was designed for. For example there were rooms where you faced Allips, where you faced both a trap and multiple Vargouilles, and a CR 6 chain-like creature. Quite simply, unless you were taking a quarter of the dungeon at a time and then resting, you were pretty much doomed to a TPK. This was made impossible by the plotline, which forced you to save 5 children in the midst of the dungeon and made time of the essence. However, as a 4th edition adventure it was a blast. The party could heal up between encounters and you didn't have to worry about running out of all of your spells. Where I didn't have the creatures yet, I either dropped them or replaced them with a creature of equal power. They didn't manage to get to the end of the adventure, but they did manage to get to the end of level 1 before they lost their dailies, but they have a little bit of healing left, so they are going to try and push ahead to find the last two children next session. [/QUOTE]
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