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Unearthed Arcana: Travelers of the Multiverse
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8744916" data-attributes="member: 30438"><p>I think that the shift from shorter adventures to longer, full-length campaign adventures changes adventure design theory. If you're going to keep a campaign going long-term, it becomes difficult to maintain investment when you're carrying that sort of risk for a significant portion of the adventure. </p><p></p><p>But I agree, they could've kept them in as a behind-the-scenes threat. Or now that we have Spelljammer, have most of the conflicts with them be in ship-to-ship combat.</p><p></p><p></p><p></p><p>Fascinating. Even back in the day, I rarely used mind flayers and the other monsters with save-or-die mechanics. Every once in a while, sure, but if characters were going to die, I wanted it to not hinge on a single roll of the dice. Except for that time I sent a kobold with a Nine Lives Stealer against them....</p><p></p><p></p><p></p><p>I get it, though you could see Chris Perkins was bummed that some of the ideas he had in it never made it to print.</p><p></p><p></p><p></p><p>Okay, so then it's three unlucky dice rolls when the mind flayer has to use Dominate Monster just to tell them to stop being rude and take their helm off! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>I agree, it'd be cool to have some lesser and variant mind flayers to throw in the mix. When I ran Out of the Abyss, I really wanted to work in some vampire mind flayers that replaced extract brain with the vampire's energy drain, but it never worked out.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8744916, member: 30438"] I think that the shift from shorter adventures to longer, full-length campaign adventures changes adventure design theory. If you're going to keep a campaign going long-term, it becomes difficult to maintain investment when you're carrying that sort of risk for a significant portion of the adventure. But I agree, they could've kept them in as a behind-the-scenes threat. Or now that we have Spelljammer, have most of the conflicts with them be in ship-to-ship combat. Fascinating. Even back in the day, I rarely used mind flayers and the other monsters with save-or-die mechanics. Every once in a while, sure, but if characters were going to die, I wanted it to not hinge on a single roll of the dice. Except for that time I sent a kobold with a Nine Lives Stealer against them.... I get it, though you could see Chris Perkins was bummed that some of the ideas he had in it never made it to print. Okay, so then it's three unlucky dice rolls when the mind flayer has to use Dominate Monster just to tell them to stop being rude and take their helm off! ;) I agree, it'd be cool to have some lesser and variant mind flayers to throw in the mix. When I ran Out of the Abyss, I really wanted to work in some vampire mind flayers that replaced extract brain with the vampire's energy drain, but it never worked out. [/QUOTE]
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