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General Tabletop Discussion
*Dungeons & Dragons
Slightly confused about Curse of Strahd
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<blockquote data-quote="CapnZapp" data-source="post: 6994463" data-attributes="member: 12731"><p>I second the sentiment that the adventure really should have provided a "default reading" right in the hardcover. Most of us won't run the module more than once for any given player (or more than once period) - the fun factor of the randomness is completely lost upon many customers I believe.</p><p></p><p>If you only run such a large adventure once, it's borderline criminal to leave central elements up to chance. The risk of getting bad, wonky or ill-fitting results should be eliminated for the DM who's just looking for a quick start. </p><p></p><p>That doesn't mean the full, random, reading rules can't be present too.</p><p></p><p>---</p><p></p><p>As for the Strahd interaction:</p><p></p><p>If I ever run the module I will invent ways for the players to visit and interact with Strahd, as well as exploring the castle, <em>before</em> they're in full vampire-staking mode. </p><p></p><p>Once the characters have the levels and the magic items they need to get rid of the vampire, the time for niceties and games are over, and the module should reflect that. </p><p></p><p>I would definitely add a grand ball to which the characters get invited (<em>Dance of the Vampyres</em> style). Then they explore the castle only to experience its horrors. The point is that they should at this time still be low enough level not to be able to "complete" the castle, and certainly low enough level for Strahd to not even consider them a threat.</p><p></p><p>Once they're 10th level, Strahd will know he can't defeat the heroes in a straight fight. That is why he should lead them on a merry chase through the remainder of the castle, hoping its traps and inhabitants will slow them down, so he can have a final stand before they find his coffin.</p><p></p><p>Since I would definitely use feats and multiclassing, I would not hesitate tripling Strahd's heart hp buffer. As his stats stand, they're only good for a feat-less game featuring relatively uncoordinated players.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6994463, member: 12731"] I second the sentiment that the adventure really should have provided a "default reading" right in the hardcover. Most of us won't run the module more than once for any given player (or more than once period) - the fun factor of the randomness is completely lost upon many customers I believe. If you only run such a large adventure once, it's borderline criminal to leave central elements up to chance. The risk of getting bad, wonky or ill-fitting results should be eliminated for the DM who's just looking for a quick start. That doesn't mean the full, random, reading rules can't be present too. --- As for the Strahd interaction: If I ever run the module I will invent ways for the players to visit and interact with Strahd, as well as exploring the castle, [I]before[/I] they're in full vampire-staking mode. Once the characters have the levels and the magic items they need to get rid of the vampire, the time for niceties and games are over, and the module should reflect that. I would definitely add a grand ball to which the characters get invited ([I]Dance of the Vampyres[/I] style). Then they explore the castle only to experience its horrors. The point is that they should at this time still be low enough level not to be able to "complete" the castle, and certainly low enough level for Strahd to not even consider them a threat. Once they're 10th level, Strahd will know he can't defeat the heroes in a straight fight. That is why he should lead them on a merry chase through the remainder of the castle, hoping its traps and inhabitants will slow them down, so he can have a final stand before they find his coffin. Since I would definitely use feats and multiclassing, I would not hesitate tripling Strahd's heart hp buffer. As his stats stand, they're only good for a feat-less game featuring relatively uncoordinated players. [/QUOTE]
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