Mystery Man
First Post
Mighty Halfling said:How about a sidebar that could be included in the adventure's web supplement that suggests alternate spell, class, feat and magic weapons options? That might be a happy medium.
DOH!
Mighty Halfling said:How about a sidebar that could be included in the adventure's web supplement that suggests alternate spell, class, feat and magic weapons options? That might be a happy medium.
Treebore said:ENWorlders have an ongoing monthly thread of what "non-core" spells and what not would be cool to use in the current Dungeon mag's adventures. Then have the mod's "archive" each issues discussion.
As a Real DM (TM) for almost 30 years now, I find that all I need is a square with "Monster" written in the middle and "Treasure" written beside it. Everything else is hand-holding, as I'm perfectly capable of customizing the map, monster and treasure on my own.Treebore said:Personally, I am fine with Dungeons policy. I've been perfectly capable of swapping out spells, monsters, magic items, and even BBEG, as I've seen fit for over 20 years now. I sure don't need Dungeon magazine telling me how to be a DM. Their advice, excellent maps, and solid adventures have been of great help and inspiration to me over the decades. But a "hand holding" approach telling me how to best swap things out for maximum effect is not something I want or need.
I think I like this suggestion best. It prevents the word count in the magazine from being cut back in any single adventure and it allows those who are interested to find material online that allows/suggests alternate sources for enhancing the adventure. Thanks for the idea, MH.Mighty Halfling said:How about a sidebar that could be included in the adventure's web supplement that suggests alternate spell, class, feat and magic weapons options? That might be a happy medium.
takasi said:If an adventure has non-core elements it isn't useless. In my experience very few people run Dungeon as is with no modification. In fact, the nature of D&D prevents you from running it 100% like it's spelled out in the module. IME tables want to explore and test the boundaries of everything the DM presents to them; it's what separates the tabletop experience from other types of games.
takasi said:I wish every adventure in Dungeon did not have to be "playable" for 100% of their audience from a rules perspective. Even if 10-20% of one (out of three) adventures contained non-core references I don't think that's all that bad, do you? There is still a lot of good stuff a core only player can mine. I mean, look at the times of Polyhedron. IMO the adventures and ideas weren't playable to the majority of D&D campaigns, which made at least a quarter of the magazine useless.
takasi said:I strongly dislike when the non-core player always has to adjust adventures if they want to play their way so that everything is being catered to the core player. To be fair it should be more even, IMO.
Given how little difference there is between most D&D damage spells, I think this effectively exactly what they're wanting.Cthulhudrew said:What if spells were "customized" for the NPCs in the module- nothing mechanically different, but just descriptively different? The snake-themed mage villain of the module casts magic missiles that look like ghostly serpents instead of glowing arrows- that sort of thing. Would that make any difference to those who are asking for a change?