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Red Hand of Doom - I feel like a butcher...
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<blockquote data-quote="Lord Zardoz" data-source="post: 3384297" data-attributes="member: 704"><p>Well written and deadly is very much possible within this game, and is desirable among a non trivial portion of the D&D customer base. This adventure has a good story and dangerous fights. </p><p></p><p>Survivable fights are all well and good, but there is survivable, and then there is waste of time. I dont want to have to break the flow of the game and run up a combat if the fight is trivially easy, regardless of how many resources it eats up. To be worth running, I figure a fight has to have an element of real danger. Consider a fight that goes like this.</p><p></p><p>- roll initiative</p><p>- monsters get a few attacks in and miss</p><p>- players kill 2/3rds of all the mooks of the monsters by fireball.</p><p>Rnd 2;</p><p>- A few spells are cast, players save against them. Mook Leader tries to heal</p><p>- Mook leader is dropped by party tank</p><p>Rnd 3:</p><p>- remaining mooks fall victim to Sleep / Web / Whatever</p><p>- Players mop up</p><p></p><p>If all the bad guys are capable of doing is showing up and dying, then the fight is a waste of time. If they can show up, and do some real damage to the players (ie: get in a handfull of hits, and force the players to use a handfull of spells), than the encounter is good. If I drop 3 out of 4 players and have the last player standing is facing down the last opponent who is in about as bad shape as he is, I consider it to be a job well done. </p><p></p><p>I also think that much of the danger of this campaign comes from the unusual number of encounters that basically state "your players are intended to need to run away". If the players are used to a DM that never puts them in this situation, they are probably either going to suffer TPK's or narrowly avoid them.</p><p></p><p>I expect to enjoy this campaign, but I do tend to emphasize tactical combat more then long term plot arcs. If you have a long term plan that requires most of the PC's to live to at least level 15, then this is probably not an ideal adventure.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3384297, member: 704"] Well written and deadly is very much possible within this game, and is desirable among a non trivial portion of the D&D customer base. This adventure has a good story and dangerous fights. Survivable fights are all well and good, but there is survivable, and then there is waste of time. I dont want to have to break the flow of the game and run up a combat if the fight is trivially easy, regardless of how many resources it eats up. To be worth running, I figure a fight has to have an element of real danger. Consider a fight that goes like this. - roll initiative - monsters get a few attacks in and miss - players kill 2/3rds of all the mooks of the monsters by fireball. Rnd 2; - A few spells are cast, players save against them. Mook Leader tries to heal - Mook leader is dropped by party tank Rnd 3: - remaining mooks fall victim to Sleep / Web / Whatever - Players mop up If all the bad guys are capable of doing is showing up and dying, then the fight is a waste of time. If they can show up, and do some real damage to the players (ie: get in a handfull of hits, and force the players to use a handfull of spells), than the encounter is good. If I drop 3 out of 4 players and have the last player standing is facing down the last opponent who is in about as bad shape as he is, I consider it to be a job well done. I also think that much of the danger of this campaign comes from the unusual number of encounters that basically state "your players are intended to need to run away". If the players are used to a DM that never puts them in this situation, they are probably either going to suffer TPK's or narrowly avoid them. I expect to enjoy this campaign, but I do tend to emphasize tactical combat more then long term plot arcs. If you have a long term plan that requires most of the PC's to live to at least level 15, then this is probably not an ideal adventure. END COMMUNICATION [/QUOTE]
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