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Red Hand of Doom - need help modifying slightly
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<blockquote data-quote="Lord Zardoz" data-source="post: 3377316" data-attributes="member: 704"><p>Well, I suppose I am not sure what to suggest. You seem to have everything well in hand. I am not used to running Modules myself, but decided to make use of them this time around so that I could allow myself to run a campaign without having to eat up all my free time on the game.</p><p></p><p>I think that the one thing that Modules do for a DM is provide a sane pacing of encounters. As a DM, I am very good at creating tactically challenging encounters. Combat mechanics, with the exception of spells, I am very good at. And the spells is mostly an issue of familiarity. But when I throw together a fight, I tend to push the players a bit to hard.</p><p></p><p>Adventures let me run fights without nearly murdering my players every single time out.</p><p></p><p>It sounds like you use adventures to avoid having to manually stat out all the opponents. Given that your dealing with the 3.0 / 3.5 discrepancies on top of a simple desire to just use monsters that fit your campaign situation. </p><p></p><p>I think you have things better in hand than you realize. Not every NPC can be perfectly tuned, optimzied, and balanced to the role you need them to fill in your campaign world. Pick your battles, and do not put more work into an NPC than you need to.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3377316, member: 704"] Well, I suppose I am not sure what to suggest. You seem to have everything well in hand. I am not used to running Modules myself, but decided to make use of them this time around so that I could allow myself to run a campaign without having to eat up all my free time on the game. I think that the one thing that Modules do for a DM is provide a sane pacing of encounters. As a DM, I am very good at creating tactically challenging encounters. Combat mechanics, with the exception of spells, I am very good at. And the spells is mostly an issue of familiarity. But when I throw together a fight, I tend to push the players a bit to hard. Adventures let me run fights without nearly murdering my players every single time out. It sounds like you use adventures to avoid having to manually stat out all the opponents. Given that your dealing with the 3.0 / 3.5 discrepancies on top of a simple desire to just use monsters that fit your campaign situation. I think you have things better in hand than you realize. Not every NPC can be perfectly tuned, optimzied, and balanced to the role you need them to fill in your campaign world. Pick your battles, and do not put more work into an NPC than you need to. END COMMUNICATION [/QUOTE]
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