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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="urLordy" data-source="post: 6144689" data-attributes="member: 6747028"><p>Aside to vitality/wound tracks, I'm curious why people aren't picking up on adventure design as at least a partial solution towards the healing dependency.</p><p></p><p>Fantasy stories adapt to protagonists' abilities. If the heroes can't get supernatural healing, the encounters are spaced out accordingly or the heroes pace themselves accordingly or the encounters are of appropriate challenge or there are medkits or potions lying around or teleport circles to a nearby town or a shaman companion or whatnot.</p><p></p><p>If you have only 3 PCs and the adventure is designed for 6 PCs, then the DM shouldn't hesitate to adjust the campaign accordingly or wait until the 3 PCs at a slightly higher level. If the party lacks a cleric or druid or shaman, and has access to some light healing from potions or rituals or healing kits, I think it's just fine to adjust the adventure. And if the party does pick up a cleric, just set the adventure to 'Hard' mode.</p><p></p><p>If the PCs all developed pairs of wings, there would be aerial enemies and dungeons in the sky. And it would all stop when the PCs lose their wings. This is what any RPG has always been about -- adapting to the PCs capabilities. Just bexause a party doesn't have lots of healing, it doesn't spell doom and gloom - it's all relative, isn't it?</p></blockquote><p></p>
[QUOTE="urLordy, post: 6144689, member: 6747028"] Aside to vitality/wound tracks, I'm curious why people aren't picking up on adventure design as at least a partial solution towards the healing dependency. Fantasy stories adapt to protagonists' abilities. If the heroes can't get supernatural healing, the encounters are spaced out accordingly or the heroes pace themselves accordingly or the encounters are of appropriate challenge or there are medkits or potions lying around or teleport circles to a nearby town or a shaman companion or whatnot. If you have only 3 PCs and the adventure is designed for 6 PCs, then the DM shouldn't hesitate to adjust the campaign accordingly or wait until the 3 PCs at a slightly higher level. If the party lacks a cleric or druid or shaman, and has access to some light healing from potions or rituals or healing kits, I think it's just fine to adjust the adventure. And if the party does pick up a cleric, just set the adventure to 'Hard' mode. If the PCs all developed pairs of wings, there would be aerial enemies and dungeons in the sky. And it would all stop when the PCs lose their wings. This is what any RPG has always been about -- adapting to the PCs capabilities. Just bexause a party doesn't have lots of healing, it doesn't spell doom and gloom - it's all relative, isn't it? [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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