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The thread where I review a ton of Ravenloft modules
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<blockquote data-quote="James Gasik" data-source="post: 9342008" data-attributes="member: 6877472"><p>Ok, so, looking at my copy of Feast of Goblyns, the back cover says this:</p><p>[ATTACH=full]362600[/ATTACH]</p><p>However, given the fact that there's potential enemies like a Dark Lord, a 180 year old vampire, and a 13th level Necromancer, I think the best advice the adventure gives is this:</p><p>[ATTACH=full]362601[/ATTACH]</p><p>You really could run the adventure for groups of wildly different levels, and all that changes is how the PC's will approach the game. There's a section devoted to "hey what if the PC's kill this guy?", fully expecting murderhobo behavior, when in reality, some of these people aren't intended to be combat encounters. It's more like a Vampire: the Masquerade adventure than a traditional D&D one in that respect; it's less about "this is what a PC of x level should be facing" and more "this is how powerful this guy is, approach with caution". And I mean, seeing as how "level" was a very bad benchmark for how powerful a PC was, when you think about it, you pretty much have to eyeball everything. A Fighter 7, a Thief 8, and Mage 5/Cleric 6 all could have the same xp values, and that tells me very little about what to expect beyond knowing the Fighter potentially has 2 attacks per melee (but might only have 3/2 or maybe has 2 if they use a bow or 5 if they use darts) and that the M/C has 3rd level spells on both sides- but whether they have <em>Fireball</em> or <em>Sepia Snake Sigil </em>is a complete unknown. Maybe the Thief has a +1 longsword and a Girdle of Hill Giant Strength and the Fighter has a 15 Strength and a smile due to a run-in with a Rust Monster. And so on, and so forth. You had to eyeball everything in AD&D so level ranges weren't super useful (IME).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9342008, member: 6877472"] Ok, so, looking at my copy of Feast of Goblyns, the back cover says this: [ATTACH type="full"]362600[/ATTACH] However, given the fact that there's potential enemies like a Dark Lord, a 180 year old vampire, and a 13th level Necromancer, I think the best advice the adventure gives is this: [ATTACH type="full"]362601[/ATTACH] You really could run the adventure for groups of wildly different levels, and all that changes is how the PC's will approach the game. There's a section devoted to "hey what if the PC's kill this guy?", fully expecting murderhobo behavior, when in reality, some of these people aren't intended to be combat encounters. It's more like a Vampire: the Masquerade adventure than a traditional D&D one in that respect; it's less about "this is what a PC of x level should be facing" and more "this is how powerful this guy is, approach with caution". And I mean, seeing as how "level" was a very bad benchmark for how powerful a PC was, when you think about it, you pretty much have to eyeball everything. A Fighter 7, a Thief 8, and Mage 5/Cleric 6 all could have the same xp values, and that tells me very little about what to expect beyond knowing the Fighter potentially has 2 attacks per melee (but might only have 3/2 or maybe has 2 if they use a bow or 5 if they use darts) and that the M/C has 3rd level spells on both sides- but whether they have [I]Fireball[/I] or [I]Sepia Snake Sigil [/I]is a complete unknown. Maybe the Thief has a +1 longsword and a Girdle of Hill Giant Strength and the Fighter has a 15 Strength and a smile due to a run-in with a Rust Monster. And so on, and so forth. You had to eyeball everything in AD&D so level ranges weren't super useful (IME). [/QUOTE]
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