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Which Adventure Path to go with?
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<blockquote data-quote="R_kajdi" data-source="post: 3820301" data-attributes="member: 24709"><p>Thanks for all the feedback. As to the suggestions for the other adventure paths (Pathfinder/Burning Sky) those are both out because they aren't complete. I want the whole thing in front of me to be sure that I'm cool with where it is going before I start. Savage Tide, for instance, is certainly cool at the end, but you never get a hint that the final point is about the death of Demogorgon until much later in the path. The fact that the DM is blind to the plot of the adventures is one of the reasons I can't see running any of these adventures until the whole thing is out in the open.</p><p></p><p> From what I'm hearing, the Age of Worms is a character grinder. That's unfortunate, because plotwise it seems like the better set of adventures, since Savage Tide seems to hang its hat on a bunch of D&Dism (Demogorgon, Planar Travel) that are hard to appreciate for the new players I have here. Also, the third or fourth adventure (the ship travel one) seems a bit weak, if only because it drags out the part of a campaign you usually gloss over (huge overland trips) I do like the idea that the fights are challenging in the "play smart" way, rather then the usual "optimize character" way. Has anyone here played any of the Savage Tide adventures, and if so do they have any suggestion as to the tought places in the path? Also, my plan is to overlevel the characters a little if needed, so they may be a level higher then required at certain point in the path-- do you think that may be enough to mitigate some of the difficulty issues?</p></blockquote><p></p>
[QUOTE="R_kajdi, post: 3820301, member: 24709"] Thanks for all the feedback. As to the suggestions for the other adventure paths (Pathfinder/Burning Sky) those are both out because they aren't complete. I want the whole thing in front of me to be sure that I'm cool with where it is going before I start. Savage Tide, for instance, is certainly cool at the end, but you never get a hint that the final point is about the death of Demogorgon until much later in the path. The fact that the DM is blind to the plot of the adventures is one of the reasons I can't see running any of these adventures until the whole thing is out in the open. From what I'm hearing, the Age of Worms is a character grinder. That's unfortunate, because plotwise it seems like the better set of adventures, since Savage Tide seems to hang its hat on a bunch of D&Dism (Demogorgon, Planar Travel) that are hard to appreciate for the new players I have here. Also, the third or fourth adventure (the ship travel one) seems a bit weak, if only because it drags out the part of a campaign you usually gloss over (huge overland trips) I do like the idea that the fights are challenging in the "play smart" way, rather then the usual "optimize character" way. Has anyone here played any of the Savage Tide adventures, and if so do they have any suggestion as to the tought places in the path? Also, my plan is to overlevel the characters a little if needed, so they may be a level higher then required at certain point in the path-- do you think that may be enough to mitigate some of the difficulty issues? [/QUOTE]
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