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General Tabletop Discussion
*TTRPGs General
Question: how much extra effort would it really take to write modules supporting multiple systems?
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<blockquote data-quote="pming" data-source="post: 8432321" data-attributes="member: 45197"><p>True, but...uh... and I mean this with all due respect... so what? CR's are a horrible way to try and judge how 'tough' a monster or encounter will be simply because CR doesn't work for most games. From my experience and reading on these forums, the vast majority of DM's will "adjust" the encounter/monster to fit their desired power/difficulty level.</p><p></p><p>But I do get your point....monsters are not created equal between editions. That said, again, so what? All that means is some encounters will be easier or harder. To me, this is a GOOD thing as it spices up and changes a pre-conceived notion's of the Players who have played the adventure before, or the DM who may have ran it for the other system.</p><p></p><p>I know that when I 'sub' a 1e module for use in 5e, it <em>tends </em>to make it more deadly. Which is fine by me and my players. It's easy enough for a DM to read how a fight is going and change it on the fly if they are so inclined (I'm not, I'll let a TPK happen and my players know it). If the PC's are having a bear of a time taking on 7 gnolls, have the last 2 run away to "get reinforcements" or something. If that Ogre is still up with half it's hit points, maybe knock off 20 of them for good measure. Personally...I'd never do the "remove HP" thing anymore (did waaaay back when I was learning the ropes in the early 80's), but if it made sense to the Gnolls to run and get reinforcements, sure. I <em>might</em> do that. Of course, they would be getting reinforcements, and if the PC's take out the Gnolls then proceed to stick around and "loot the place"...well... "Surprise! Those 2 gnolls return...with 8 more and a pair of dire-hyena's". <img class="smilie smilie--emoji" alt="😈" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f608.png" title="Smiling face with horns :smiling_imp:" data-shortname=":smiling_imp:" loading="lazy" width="64" height="64" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8432321, member: 45197"] True, but...uh... and I mean this with all due respect... so what? CR's are a horrible way to try and judge how 'tough' a monster or encounter will be simply because CR doesn't work for most games. From my experience and reading on these forums, the vast majority of DM's will "adjust" the encounter/monster to fit their desired power/difficulty level. But I do get your point....monsters are not created equal between editions. That said, again, so what? All that means is some encounters will be easier or harder. To me, this is a GOOD thing as it spices up and changes a pre-conceived notion's of the Players who have played the adventure before, or the DM who may have ran it for the other system. I know that when I 'sub' a 1e module for use in 5e, it [I]tends [/I]to make it more deadly. Which is fine by me and my players. It's easy enough for a DM to read how a fight is going and change it on the fly if they are so inclined (I'm not, I'll let a TPK happen and my players know it). If the PC's are having a bear of a time taking on 7 gnolls, have the last 2 run away to "get reinforcements" or something. If that Ogre is still up with half it's hit points, maybe knock off 20 of them for good measure. Personally...I'd never do the "remove HP" thing anymore (did waaaay back when I was learning the ropes in the early 80's), but if it made sense to the Gnolls to run and get reinforcements, sure. I [I]might[/I] do that. Of course, they would be getting reinforcements, and if the PC's take out the Gnolls then proceed to stick around and "loot the place"...well... "Surprise! Those 2 gnolls return...with 8 more and a pair of dire-hyena's". 😈 ^_^ Paul L. Ming [/QUOTE]
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Question: how much extra effort would it really take to write modules supporting multiple systems?
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