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Savage Tide AP not intriguing me
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<blockquote data-quote="gizmo33" data-source="post: 3103655" data-attributes="member: 30001"><p>Many of Dungeon's high level adventures IMO are low-level adventures with class-levels tacked on to all of the monsters. They're still interesting but in a lot of cases there seems to be no substantial difference between a 3rd and 13th level adventure. I don't really blame Dungeon for this, there are no standards or guidelines when it comes to monster demographics. It seems to bother no one that a pirate ship full of orcs and a pirate ship full of 8th level fighter orcs sail the same seas - the only rationale for the existence of the second one being that the DM knows that the PCs are 13th level. </p><p></p><p>For example, I recently looked at running "Twisted Run" from #129, which IMO is one of the more extreme examples of this. There's a whole clan of 9th level goblin rogues!? Maybe there's just a time when designing a 17th level adventure means you have to say goodbye to the beloved goblin rogue.</p><p></p><p>I use a lot of software to generate stats so it's not a big deal for me to go through and reset the adventure for a lower-level and the demographics of my campaign world. This makes me more interested in the design and flavor than the particular levels or stats. Alot of the elements of the adventure are virtually random anyway (traps, magic items) and lower level equivalents can be easily substituted. "Save the world" plots are pretty easily replaced with "save the village" plots, and that's about the only thing that many high level adventures have plot-wise to distinguish them from lower level adventures.</p><p></p><p>I imagine you could do the opposite and upgrade lower-level adventures. The only thing extra to do is keep an eye on the "plot breaking" higher level spells. Imagine the Caves of Chaos where the humanoids are working on an Armageddon Device. PCs must infiltrate the caves and destroy the device. Each of the humanoids is a 15th level fighter.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3103655, member: 30001"] Many of Dungeon's high level adventures IMO are low-level adventures with class-levels tacked on to all of the monsters. They're still interesting but in a lot of cases there seems to be no substantial difference between a 3rd and 13th level adventure. I don't really blame Dungeon for this, there are no standards or guidelines when it comes to monster demographics. It seems to bother no one that a pirate ship full of orcs and a pirate ship full of 8th level fighter orcs sail the same seas - the only rationale for the existence of the second one being that the DM knows that the PCs are 13th level. For example, I recently looked at running "Twisted Run" from #129, which IMO is one of the more extreme examples of this. There's a whole clan of 9th level goblin rogues!? Maybe there's just a time when designing a 17th level adventure means you have to say goodbye to the beloved goblin rogue. I use a lot of software to generate stats so it's not a big deal for me to go through and reset the adventure for a lower-level and the demographics of my campaign world. This makes me more interested in the design and flavor than the particular levels or stats. Alot of the elements of the adventure are virtually random anyway (traps, magic items) and lower level equivalents can be easily substituted. "Save the world" plots are pretty easily replaced with "save the village" plots, and that's about the only thing that many high level adventures have plot-wise to distinguish them from lower level adventures. I imagine you could do the opposite and upgrade lower-level adventures. The only thing extra to do is keep an eye on the "plot breaking" higher level spells. Imagine the Caves of Chaos where the humanoids are working on an Armageddon Device. PCs must infiltrate the caves and destroy the device. Each of the humanoids is a 15th level fighter. [/QUOTE]
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