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What is it with these modules on the internet?
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<blockquote data-quote="Kobold Curry Chef" data-source="post: 72184" data-attributes="member: 270"><p>Interesting thread. A lot of good points have been raised on all sides of the arguments. Here's my takes on what I've read, given with the disclaimer that I've not read the module in question:</p><p></p><p>* Knowing when to exercise the better part of valor is a skill lost to many D&D players these days.</p><p>* On the other hand, if that flesh golem had to be defeated in order to successfully complete the adventure, it was too powerful for 1st-level characters.</p><p>* On the other hand, if it was just an interesting hazard of the adventure, no big deal, unless...</p><p>* If the characters have no way of knowing that pushing the button would unleash the golem, that's a bad design. </p><p>* If the characters know that pushing the button might unleash a golem, and push it anyway, c'est la vie.</p><p>* New DMs should never introduce house rules. They don't have the experience to know what effects these rules might have.</p><p>* Always get the mango lassi with the vindaloo.</p><p>* There's a big difference in power level between 1st and 3rd level characters. This is why 3e modules aren't written for "1st-3rd level" anymore, but for "four 1st level characters."</p><p>* The idea to tie the magic sword to the quarterstaff was outstanding.</p><p>* On the other hand, not resting up first wasn't such a good idea. When going up against a very tough foe, it's foolish to give up any advantage or resource at your disposal.</p><p>* Finally, looks like the party came out all right--the results could have been a lot worse! 1st-level characters are incredibly fragile; I would have expected several more fatalities.</p><p></p><p>In any case, this sounds like a good story you can tell at conventions and what not for years to come, and ultimately, isn't that a big part of the fun? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>-KCC</p></blockquote><p></p>
[QUOTE="Kobold Curry Chef, post: 72184, member: 270"] Interesting thread. A lot of good points have been raised on all sides of the arguments. Here's my takes on what I've read, given with the disclaimer that I've not read the module in question: * Knowing when to exercise the better part of valor is a skill lost to many D&D players these days. * On the other hand, if that flesh golem had to be defeated in order to successfully complete the adventure, it was too powerful for 1st-level characters. * On the other hand, if it was just an interesting hazard of the adventure, no big deal, unless... * If the characters have no way of knowing that pushing the button would unleash the golem, that's a bad design. * If the characters know that pushing the button might unleash a golem, and push it anyway, c'est la vie. * New DMs should never introduce house rules. They don't have the experience to know what effects these rules might have. * Always get the mango lassi with the vindaloo. * There's a big difference in power level between 1st and 3rd level characters. This is why 3e modules aren't written for "1st-3rd level" anymore, but for "four 1st level characters." * The idea to tie the magic sword to the quarterstaff was outstanding. * On the other hand, not resting up first wasn't such a good idea. When going up against a very tough foe, it's foolish to give up any advantage or resource at your disposal. * Finally, looks like the party came out all right--the results could have been a lot worse! 1st-level characters are incredibly fragile; I would have expected several more fatalities. In any case, this sounds like a good story you can tell at conventions and what not for years to come, and ultimately, isn't that a big part of the fun? :-) -KCC [/QUOTE]
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