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Red Hand of Doom - need help modifying slightly
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<blockquote data-quote="Lord Zardoz" data-source="post: 3378171" data-attributes="member: 704"><p>Ahh, I get a better picture of whats bothering you. Your seeing what you consider to be the following.</p><p></p><p>1) Tactical discrepencies on the part of the goblin armies and humans.</p><p>2) NPC's whos abilities do not make sense for their stated role</p><p>3) Insufficient contingencies in place to handle wildly unpredictible player actions.</p><p></p><p>You know the circumstances of your game much better than I do. I get the feeling that this thread may devolve into a "Your Running D&D wrong" kind of thing, which of course will have the Moderators showing up. I prefer to avoid that.</p><p></p><p>However, I really do get the sense that your killing yourself over minutae. I really dont think that the logistics of refugee movement or the inadequate tactical utilization of large flying monsters should really be that big an issue. From what you have already said, you seem to have a firm grasp on the NPC's and the way you want things to play out.</p><p></p><p>What I would like to do within this thread, is provide myself with a means of getting a better idea of the sorts of things I may want to tweak. Things like alternate events that can be dropped / swapped in. Different class combinations for villians to better suit the adventure without severely breaking or altering the adventure.</p><p></p><p>A good example is that Ninja NPC with the breath weapon. Yeah, that just does not fit well, since I dont intend to put the Ninja class in my game. But what I can do is replace that character with a Kapak Assasin with levels of Rogue and / or Assasin, and use feats from the Dragonlance campaign setting to further improve him (such as Draconian Breath Weapon.</p><p></p><p>I also expect to heavily modify the final villian, since Half Dragons dont quite fit what I intend for Dragons in my campaign.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3378171, member: 704"] Ahh, I get a better picture of whats bothering you. Your seeing what you consider to be the following. 1) Tactical discrepencies on the part of the goblin armies and humans. 2) NPC's whos abilities do not make sense for their stated role 3) Insufficient contingencies in place to handle wildly unpredictible player actions. You know the circumstances of your game much better than I do. I get the feeling that this thread may devolve into a "Your Running D&D wrong" kind of thing, which of course will have the Moderators showing up. I prefer to avoid that. However, I really do get the sense that your killing yourself over minutae. I really dont think that the logistics of refugee movement or the inadequate tactical utilization of large flying monsters should really be that big an issue. From what you have already said, you seem to have a firm grasp on the NPC's and the way you want things to play out. What I would like to do within this thread, is provide myself with a means of getting a better idea of the sorts of things I may want to tweak. Things like alternate events that can be dropped / swapped in. Different class combinations for villians to better suit the adventure without severely breaking or altering the adventure. A good example is that Ninja NPC with the breath weapon. Yeah, that just does not fit well, since I dont intend to put the Ninja class in my game. But what I can do is replace that character with a Kapak Assasin with levels of Rogue and / or Assasin, and use feats from the Dragonlance campaign setting to further improve him (such as Draconian Breath Weapon. I also expect to heavily modify the final villian, since Half Dragons dont quite fit what I intend for Dragons in my campaign. END COMMUNICATION [/QUOTE]
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