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Recommendations: adventures/modules for Trailblazer
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<blockquote data-quote="GlassJaw" data-source="post: 5219252" data-attributes="member: 22103"><p>Anything. Seriously. </p><p></p><p>In my home group, Wulf has run The Vault of Larin Karr, another guy just finished Red Hand of Doom, and now I'm running Rappan Athuk Reloaded, all with Trailblazer, by the book.</p><p></p><p>Modules by Necromancer and Goodman definitely capture the "old-school" feel, which is certainly in the spirit of Trailblazer. </p><p></p><p>While some of the the TB rules are a departure from 3.5, being able to run a module with little or no change was an important requirement for Wulf and I.</p><p></p><p>You can literally run anything straight from the module. The only modification you may have to make is calculating CMB/CMD (although the monster book will remedy that) and possibly adding the Elite or Solo templates to certain monsters.</p><p></p><p>You can go one step further and tweak ,major NPCs that have class levels, spellcasting ability, etc but you really don't have to. The players won't notice and a slight variation in modifiers here and there won't make or break the game.</p><p></p><p>You may see some power difference at times; Trailblazer PCs tend to be slightly more powerful than their 3.5 counterparts, if for no other reason than Action Points. For that reason, I definitely would recommend adding the Elite and Solo template for important battles.</p><p></p><p>Conversely, if you are using TB "by the book", the PCs won't be able to make magic items other than potions, scrolls, and wands. That's a big deal since they won't be able to cherry-pick what they want.</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 5219252, member: 22103"] Anything. Seriously. In my home group, Wulf has run The Vault of Larin Karr, another guy just finished Red Hand of Doom, and now I'm running Rappan Athuk Reloaded, all with Trailblazer, by the book. Modules by Necromancer and Goodman definitely capture the "old-school" feel, which is certainly in the spirit of Trailblazer. While some of the the TB rules are a departure from 3.5, being able to run a module with little or no change was an important requirement for Wulf and I. You can literally run anything straight from the module. The only modification you may have to make is calculating CMB/CMD (although the monster book will remedy that) and possibly adding the Elite or Solo templates to certain monsters. You can go one step further and tweak ,major NPCs that have class levels, spellcasting ability, etc but you really don't have to. The players won't notice and a slight variation in modifiers here and there won't make or break the game. You may see some power difference at times; Trailblazer PCs tend to be slightly more powerful than their 3.5 counterparts, if for no other reason than Action Points. For that reason, I definitely would recommend adding the Elite and Solo template for important battles. Conversely, if you are using TB "by the book", the PCs won't be able to make magic items other than potions, scrolls, and wands. That's a big deal since they won't be able to cherry-pick what they want. Hope that helps! [/QUOTE]
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Recommendations: adventures/modules for Trailblazer
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