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General Tabletop Discussion
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Which edition change changed the game the most?
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<blockquote data-quote="Hussar" data-source="post: 5473364" data-attributes="member: 22779"><p>Yeah, I think that might have a huge thing to do with it.</p><p></p><p>I'm pre-building a few skill challenges - one that immedietely comes to mind is a sort of stock skill challenge for exploration. While I loves me some theifly sneakery, it gets a bit stale after a while and having the rest of the group sit on their hands for half an hour while the rogue does his thing became annoying.</p><p></p><p>So, a skill challenge exploration with various events randomly generated is in the offing. I'm still not done with it, so, when I am, I'll put it up on the 4e boards.</p><p></p><p>As far as xp budgets, it hasn't really been a problem. There are a few rooms that had to be scaled back (Region A, forex, has a room with like 50 stirges in it) but, because of the minions, I can keep the numbers and the challenges surprisingly similar.</p><p></p><p>I have been making some changes as we go. For one, I've added a lot of verticality to the Dungeon by reworking a number of the maps. Also, since a couple of my players actually did this beast once already, I have to change around some of the bigger bad guys. No more wererat in region A trying to open a portal. Now it'll be something a bit different.</p><p></p><p>Once nice thing is the fact that I have 30 levels to play with instead of 20. If you played XP by the book, if the party started clearing out regions, they'd rocket up levels. This way, I can actually use most of each region without screwing up the balance on the next one.</p><p></p><p>I'm still pretty early into things, but, it's going pretty well.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5473364, member: 22779"] Yeah, I think that might have a huge thing to do with it. I'm pre-building a few skill challenges - one that immedietely comes to mind is a sort of stock skill challenge for exploration. While I loves me some theifly sneakery, it gets a bit stale after a while and having the rest of the group sit on their hands for half an hour while the rogue does his thing became annoying. So, a skill challenge exploration with various events randomly generated is in the offing. I'm still not done with it, so, when I am, I'll put it up on the 4e boards. As far as xp budgets, it hasn't really been a problem. There are a few rooms that had to be scaled back (Region A, forex, has a room with like 50 stirges in it) but, because of the minions, I can keep the numbers and the challenges surprisingly similar. I have been making some changes as we go. For one, I've added a lot of verticality to the Dungeon by reworking a number of the maps. Also, since a couple of my players actually did this beast once already, I have to change around some of the bigger bad guys. No more wererat in region A trying to open a portal. Now it'll be something a bit different. Once nice thing is the fact that I have 30 levels to play with instead of 20. If you played XP by the book, if the party started clearing out regions, they'd rocket up levels. This way, I can actually use most of each region without screwing up the balance on the next one. I'm still pretty early into things, but, it's going pretty well. [/QUOTE]
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Which edition change changed the game the most?
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