AuraSeer said:I must say I'm underwhelmed by the description of the starting room. After all the buildup I'd have expected something dangerous, or at least interesting-- a simple trap, a magic mouth, or even just a corpse or two. Instead we get one gold piece and a secret door with no trigger. Whoop-de-doo.
AuraSeer said:I must say I'm underwhelmed by the description of the starting room. After all the buildup I'd have expected something dangerous, or at least interesting-- a simple trap, a magic mouth, or even just a corpse or two. Instead we get one gold piece and a secret door with no trigger. Whoop-de-doo.
I will raise what might seem an odd counter to this. The Batman Joker stories never have Batman working at his smartest: The writing that shows him at his best tends to come in the Batman vs. anonymous criminal type stories, not the Joker stories; those usually have to dumb Batman down, the reason being that the writers can't be as smart (or, more to the point, crazy) as the Joker would have to be to confound Bats. (The possible exception is Arkham Asylum.) On the D&D front, I don't actually think that it's possible to allow effective use of all character abilities in every scenario. More to the point, I know I've never seen a high-level adventure that allows unrestricted use of PC abilities AND "forces [the PCs] to use all [their abilities] cleverly" in all kinds of situations. I don't think it's possible to run a dungeon with easily-available teleportation and planar travel magics and no restriction on those; believe me, I've tried. Also, anyone faced with potential 13th+ level opponents is going to install teleport wards, or develop the magics to do so.Arcane Runes Press said:The first is the Superman school of story design - kryptonite takes Superman's gifts away, and forces him to be clever.
The second, the Batman school - The Joker's cunning forces Batman to use all his gifts cleverly.
To me, the second is much more fun.
Patrick Y.
Okay, this is strange: IE on my computer at work cuts off the page just before that link, about 50% of the time. I can reload the page repeatedly and watch it appear and disappear. Works fine in Firefox though, and in IE on my home machine.RobJN said:Bottom of the Introduction section has a "reference map," which shows the room in question lit up with a big, red "1."
ruleslawyer said:I don't think it's possible to run a dungeon with easily-available teleportation and planar travel magics and no restriction on those; believe me, I've tried. Also, anyone faced with potential 13th+ level opponents is going to install teleport wards, or develop the magics to do so.
The_One_Warlock said:I have one brain, and if the smart, near epic or epic NPC antagonist reasonably had the time and means to wartd his whole damn dungeon - well, for pity's sake, I only have so much time a week to prepare - let me say "the dungeon is impervious to teleportation magics from outside" as my baseline, knowing that there are reasonable methods to do it, and instead list the exceptions to that as a rule for the singular locale.
The_One_Warlock said:I guess my point really is, if it makes sense for the location, adventure, challenge, whatever you want to call that which the PCs aim themselves at, then what the big deal of setting the terrain? In this case, the terrain is a magic that says no to teleport.
The_One_Warlock said:Just like a real wall prevents people from walking through it. It's terrain, it's describing the battelfield, it encourages and demands tactics. If you can't get the bad guy in his lair because he's got half a brain and warded it up since he's a stay at home villain, figure out how to draw him out, or change the battlefield to your advantage.
The_One_Warlock said:In that regard it appears to me to be sound design based on possible and plausible use of the system as presented, that brings verisimilitude based on the powers and effects in the game and setting. Saying that X warded Y against scrying is, in my book not heavy handed., Heavy handed GMing, which I define as [...]
The_One_Warlock said:Besides, I personally would get pretty bored if every major dark lord of the pit was played like he had foot fungus for brains.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.