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things i like/dislike about dungeon delve - sort of a review
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<blockquote data-quote="Wik" data-source="post: 4697294" data-attributes="member: 40177"><p>The level 3 encounter you speak of isn't a guaranteed TPK. It gives notes on the lethality of the fight, and the elite actually moves to provoke AOs frequently. The 2 brutes could be a problem, as could the skirmisher, but the PCs should be able to use their powers creatively to get out of this one. Plus, the roaring fire means clever PCs can use the terrain to move foes into a bad place (and if they work together, they can actually PIN a target in there!). </p><p></p><p>I think, at 3rd level, one of the two groups I had would have died, and the second would have had a tough time, but managed. </p><p></p><p>I agree with you regarding the dungeon tiles, though they used them a lot more creatively than I ever would have thought possible. It does sort of make sense, though - this product is designed as an "instant adventure", and Dungeon Tiles help facilitate that sort of play.</p><p></p><p>I think the encounters are well designed, and are fairly creative. Most of them have at least one non-monster element that makes the encounter memorable - none of them are pure "grinds". One thing that caught my eye is the fact that few of the solo monsters are actually "solo" - they usually have a companion or two within a few points of their level. Which could be a problem.</p><p></p><p>This is not a book to base campaigns around; you've mentioned something similar. This is a book that is very useful for me. When two players don't show up, instead of running my planned adventure, I can grab this, and run an instant adventure. Which is cool.</p><p></p><p>My big beef? Isn't the art on the back cover recycled? How lame is that? </p><p></p><p>Oh, and some of the skill challenges wouldn't really work unless you flat out said "hey, guys, there's a skill challenge right here". </p><p></p><p>Also, many elements of the map are not made clear (ie, a certain feature of the encounter that is not visible on the map tiles is not given a specific location).</p></blockquote><p></p>
[QUOTE="Wik, post: 4697294, member: 40177"] The level 3 encounter you speak of isn't a guaranteed TPK. It gives notes on the lethality of the fight, and the elite actually moves to provoke AOs frequently. The 2 brutes could be a problem, as could the skirmisher, but the PCs should be able to use their powers creatively to get out of this one. Plus, the roaring fire means clever PCs can use the terrain to move foes into a bad place (and if they work together, they can actually PIN a target in there!). I think, at 3rd level, one of the two groups I had would have died, and the second would have had a tough time, but managed. I agree with you regarding the dungeon tiles, though they used them a lot more creatively than I ever would have thought possible. It does sort of make sense, though - this product is designed as an "instant adventure", and Dungeon Tiles help facilitate that sort of play. I think the encounters are well designed, and are fairly creative. Most of them have at least one non-monster element that makes the encounter memorable - none of them are pure "grinds". One thing that caught my eye is the fact that few of the solo monsters are actually "solo" - they usually have a companion or two within a few points of their level. Which could be a problem. This is not a book to base campaigns around; you've mentioned something similar. This is a book that is very useful for me. When two players don't show up, instead of running my planned adventure, I can grab this, and run an instant adventure. Which is cool. My big beef? Isn't the art on the back cover recycled? How lame is that? Oh, and some of the skill challenges wouldn't really work unless you flat out said "hey, guys, there's a skill challenge right here". Also, many elements of the map are not made clear (ie, a certain feature of the encounter that is not visible on the map tiles is not given a specific location). [/QUOTE]
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