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<blockquote data-quote="I'm A Banana" data-source="post: 5531778" data-attributes="member: 2067"><p>Nice. Much more robust, and gives me a real good sense of the flow of the encounter, giving me room to improvise without making me conjure plot points from nothing. <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>There's some formatting/presentation whatevers, but that's something that can be solved in editing later. The particular goals and DC's and skill checks needed should stand out from the rest of the text so that I can tell when running the adventure how to follow the timeline and determine victory or failure without having to scan a lot of text. </p><p></p><p>The bolded options are particularly useful, though, like Morrus says, having a broad "other options" guideline is a boffo idea. I can see a group who readily leaps to the challenge as either fitting into the options or getting another option, and I can see a group who is muddled and wondering "what do I do?" as having a DM who can say "Well, the adventure suggests that you might X, Y, or Z, does anyone want to try any of those?" as keeping the action happening and spurring the people on.</p><p></p><p>I also love that you broadened the skill base! Though I do notice that any character who hasn't invested in Int Wis or Cha is going to be a little floundering, that's still half the ability scores, so that likely hits at least a few characters in any party (though I pity the party Slayer -- they're going to have to be inventive to contribute!). </p><p></p><p>You might want to type the bonuses here. A party with a Docker, a Yerasol Veteran, and a Skyseer, and who grabs a lot of +2 bonuses, might have a cakewalk time of it compared to a party with a different theme selection.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5531778, member: 2067"] Nice. Much more robust, and gives me a real good sense of the flow of the encounter, giving me room to improvise without making me conjure plot points from nothing. :) There's some formatting/presentation whatevers, but that's something that can be solved in editing later. The particular goals and DC's and skill checks needed should stand out from the rest of the text so that I can tell when running the adventure how to follow the timeline and determine victory or failure without having to scan a lot of text. The bolded options are particularly useful, though, like Morrus says, having a broad "other options" guideline is a boffo idea. I can see a group who readily leaps to the challenge as either fitting into the options or getting another option, and I can see a group who is muddled and wondering "what do I do?" as having a DM who can say "Well, the adventure suggests that you might X, Y, or Z, does anyone want to try any of those?" as keeping the action happening and spurring the people on. I also love that you broadened the skill base! Though I do notice that any character who hasn't invested in Int Wis or Cha is going to be a little floundering, that's still half the ability scores, so that likely hits at least a few characters in any party (though I pity the party Slayer -- they're going to have to be inventive to contribute!). You might want to type the bonuses here. A party with a Docker, a Yerasol Veteran, and a Skyseer, and who grabs a lot of +2 bonuses, might have a cakewalk time of it compared to a party with a different theme selection. [/QUOTE]
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