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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Who's still playing 4E
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<blockquote data-quote="The Fighter-Cricket" data-source="post: 6712313" data-attributes="member: 32852"><p>King Splug, eh? Nice reference there <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>Terrain powers (grid-based as well as abstract) are so important for interesting encounters! I learned this only recently and want to build them in much more often. Last session I had the party stumble into a Kobold ambush with a lot of traps. With a bit more practice I will get to use hazards and such more naturally in a given encounter. </p><p></p><p>Really good tip with the d4/d6 to determin how many are affected by an area effect - I'll try it out.</p><p></p><p>I wish KotS would have been more about the exploration of the keep. You can wander around but you won't find any really interesting or baffling set pieces. The combat encounters are nice, don't get me wrong, but there should be more to a dungeon room than enemies and some terrain features like a campfire. Why not some nice mystical tapestries with clues for next encounters? Or levers that when used make distant machineries go rumbling? At least some atmospheric read-aloud-text. I personally like KotS as a starting point for the DM's own imagination. </p><p>My favorite Orcus-AP adventure is H2. What a cool dungeon environment! It has even nice random encounters with interesting NPCs in it that can but don't have to end in combat. Just great! The module has a lot of classical flair but uses 4E in a very elegant way (a lot of interesting terrain, traps, hazards etc.).</p></blockquote><p></p>
[QUOTE="The Fighter-Cricket, post: 6712313, member: 32852"] King Splug, eh? Nice reference there :) Terrain powers (grid-based as well as abstract) are so important for interesting encounters! I learned this only recently and want to build them in much more often. Last session I had the party stumble into a Kobold ambush with a lot of traps. With a bit more practice I will get to use hazards and such more naturally in a given encounter. Really good tip with the d4/d6 to determin how many are affected by an area effect - I'll try it out. I wish KotS would have been more about the exploration of the keep. You can wander around but you won't find any really interesting or baffling set pieces. The combat encounters are nice, don't get me wrong, but there should be more to a dungeon room than enemies and some terrain features like a campfire. Why not some nice mystical tapestries with clues for next encounters? Or levers that when used make distant machineries go rumbling? At least some atmospheric read-aloud-text. I personally like KotS as a starting point for the DM's own imagination. My favorite Orcus-AP adventure is H2. What a cool dungeon environment! It has even nice random encounters with interesting NPCs in it that can but don't have to end in combat. Just great! The module has a lot of classical flair but uses 4E in a very elegant way (a lot of interesting terrain, traps, hazards etc.). [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Who's still playing 4E
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