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What's more important: core rules or adventures?
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<blockquote data-quote="Zelda Themelin" data-source="post: 5621722" data-attributes="member: 167"><p>I like core rules, but I always have adventures from any system if they seemed interesting, for inspiration or use as they are or if it was really good adventure I converted it to system I play at time.</p><p></p><p>I order form Paizo a lot. I miss old Dungon magizine, but Paizo modules are fine too. My little gripe is that they always stop at lv 16. And I think, that alone proves that they didn't fix enough issues of 3.x to Pathfinder what comes to high level play.</p><p>There isn't single module meant for higher level and that's on purpose.</p><p></p><p>So my gripe is. While you make core rules and adventures, make sure those adventures cover whole spectrum of levels/power level or don't make those levels exist at all. Seriously. I like higher level play, and it annoys me that I will have to start making my own adventures completely on my own just when it gets most complicated and would be really nice to have some support from experienced designers. Who are experienced enough to know not to go there apparently. And my D&D games never stop at lv 16, they usually stop at lv 24.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5621722, member: 167"] I like core rules, but I always have adventures from any system if they seemed interesting, for inspiration or use as they are or if it was really good adventure I converted it to system I play at time. I order form Paizo a lot. I miss old Dungon magizine, but Paizo modules are fine too. My little gripe is that they always stop at lv 16. And I think, that alone proves that they didn't fix enough issues of 3.x to Pathfinder what comes to high level play. There isn't single module meant for higher level and that's on purpose. So my gripe is. While you make core rules and adventures, make sure those adventures cover whole spectrum of levels/power level or don't make those levels exist at all. Seriously. I like higher level play, and it annoys me that I will have to start making my own adventures completely on my own just when it gets most complicated and would be really nice to have some support from experienced designers. Who are experienced enough to know not to go there apparently. And my D&D games never stop at lv 16, they usually stop at lv 24. [/QUOTE]
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What's more important: core rules or adventures?
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