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Scoop: Dungeon/Polyhedron Changes
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<blockquote data-quote="d20Dwarf" data-source="post: 1062741" data-attributes="member: 314"><p>I can give you a rundown based on my skim-through.</p><p></p><p>1. Encounter areas begin with a "stat block" that tells you what sounds characters can hear, what auras they can detect, what level of light and source there is, and the reaction of other dungeon denizens to actions in the area.</p><p></p><p>This is very similar to the format I was using for my next Dire Kobold mega-dungeon (back me up Ross! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), but now I think I'll steal this one. Thanks Dave and Erik! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Obviously I like this change a lot.</p><p></p><p>2. Different individuals and groups have their Tactics sections called out, rather than one big hodgepodge. I think this will make combat easier round by round.</p><p></p><p>Another good change.</p><p></p><p>3. Creatures (mooks) found in multiple rooms have their stat block in an Appendix, rather than in each encounter area.</p><p></p><p>I'm not sure I like this change, as I prefer to have the stats at hand when I'm running an encounter.</p><p></p><p>I must say on a cursory lookthrough that this module appears to be very well fleshed out and includes a lot of interaction and roleplaying possibilities on top of a cool dungeon! Not to mention Dave Noonan's a helluva guy! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="d20Dwarf, post: 1062741, member: 314"] I can give you a rundown based on my skim-through. 1. Encounter areas begin with a "stat block" that tells you what sounds characters can hear, what auras they can detect, what level of light and source there is, and the reaction of other dungeon denizens to actions in the area. This is very similar to the format I was using for my next Dire Kobold mega-dungeon (back me up Ross! :) ), but now I think I'll steal this one. Thanks Dave and Erik! :) Obviously I like this change a lot. 2. Different individuals and groups have their Tactics sections called out, rather than one big hodgepodge. I think this will make combat easier round by round. Another good change. 3. Creatures (mooks) found in multiple rooms have their stat block in an Appendix, rather than in each encounter area. I'm not sure I like this change, as I prefer to have the stats at hand when I'm running an encounter. I must say on a cursory lookthrough that this module appears to be very well fleshed out and includes a lot of interaction and roleplaying possibilities on top of a cool dungeon! Not to mention Dave Noonan's a helluva guy! :) [/QUOTE]
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