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Red Hand of Doom - need help modifying slightly
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<blockquote data-quote="Peni Griffin" data-source="post: 3377085" data-attributes="member: 50322"><p>But I thought I'd done all that already. And one of the points of my running modules is supposed to be that a lot of the scut work is already done by people who can look at a stat block and see how it'll translate into the game without actually starting play, which is the point at which the weaknesses leap out at me. </p><p></p><p>I was misremembering how much work I'd done on Skather already - I had remade him entirely as a durzagon assassin, so if he doesn't work now it's my own fault. The poison beard is weird, but my players will buy it when I tell them the alternative was a ninja with a breath weapon. I've turned all the blackspawn raiders into Durzagon. And I also already rewrote General Kharn, but he wound up being CR 14 - 4 CRs higher than the original and 1 CR level higher than the BBEG in the book , plus he has a mount because one of the splatbooks I'm allowing is Noble Steeds and the villains need to benefit from it, too.</p><p></p><p>Most of the roles in the book are fine; but it's turned out that I can't trust the authors of the book to write a character that adequately fills the role. I suppose it might be simpler to take the roles and write a new character of the same name for all of them, and trust my game mechanics to help me wing solutions to problems that arise from rank-and-file enemies during play. I don't feel comfortable sitting down to run a game unless I'm overprepared, alas.</p><p></p><p>I guess I was hoping there was some kind of 3.0-3.5 crib sheet out there that could help me reverse engineer what's provided. It wasn't very likely, and I didn't expect it.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3377085, member: 50322"] But I thought I'd done all that already. And one of the points of my running modules is supposed to be that a lot of the scut work is already done by people who can look at a stat block and see how it'll translate into the game without actually starting play, which is the point at which the weaknesses leap out at me. I was misremembering how much work I'd done on Skather already - I had remade him entirely as a durzagon assassin, so if he doesn't work now it's my own fault. The poison beard is weird, but my players will buy it when I tell them the alternative was a ninja with a breath weapon. I've turned all the blackspawn raiders into Durzagon. And I also already rewrote General Kharn, but he wound up being CR 14 - 4 CRs higher than the original and 1 CR level higher than the BBEG in the book , plus he has a mount because one of the splatbooks I'm allowing is Noble Steeds and the villains need to benefit from it, too. Most of the roles in the book are fine; but it's turned out that I can't trust the authors of the book to write a character that adequately fills the role. I suppose it might be simpler to take the roles and write a new character of the same name for all of them, and trust my game mechanics to help me wing solutions to problems that arise from rank-and-file enemies during play. I don't feel comfortable sitting down to run a game unless I'm overprepared, alas. I guess I was hoping there was some kind of 3.0-3.5 crib sheet out there that could help me reverse engineer what's provided. It wasn't very likely, and I didn't expect it. [/QUOTE]
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