CapnZapp
Legend
Replace the challenges and treasure in them, but keep the same plot and physical environment.
Monsters too low level, replace with higher level equivalents, either the monster boosted levels or new monsters.
Treasure not enough, increase it.
Traps now powerful enough, replace them.
This is of course possible. And I have done it several times.
But it can be a lot of work (not only with stats; but sometimes it can be hard to find a monster race five levels higher with the same "feel" as the old one).
And sometimes it simply is downright inappropriate. Some adventures are decidedly low-key.
Much in the same manner some published Paragon tier adventures have a strong Heroic tier flavor. Example: the "Depths of Avarice" adventure from Dungeon. As published, it was a level 13 adventure - but its plot revolved completely around a mine. This made the adventure eminently suitable for "downsizing" (I ran it with level 4 characters), but I would not have run it at its intended level. Saving an old mine simply isn't an adventure idea that works for Paragon. IMO, that is.
So...
...my goal with the above rule was to prolong the time the PCs spend at the Heroic Tier without merely doubling the interval of time between each "ding".
I hope this allows DMs to reduce xp awards further; beyond the point where normally the players would start complaining about too slow advancement. True, they would still not get bonuses for levels very often, but they would get new powers - which in my mind is the truly fun part of advancing anyway!
Only you guys can say if I reached this goal or not...

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