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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Qwillion" data-source="post: 2641025" data-attributes="member: 14641"><p>"The dungeon was designed with the limitations of using the SRD only." </p><p></p><p>But ignored the SRD when it came to awarding xp. </p><p></p><p>"You have allowed your party to have access to abilities that are non in the SRD. This allows your PCs to have some pretty focused powers because they have more options that their opponents do not."</p><p></p><p>I am not having a problem with the encounters being too easy, I have a concern that FAIR xp awarded for an encounter will out pace the adventure. I have always expressed this opinion and that I found it offensive that the editors did not make the designers follow the rules for both XP and treasure. </p><p></p><p>"This makes the combats that much easier for the party, possibly to the point where their levels could be considered higher than what they actually are."</p><p></p><p>At the appropraite level ythey are have just a tough time as everyone else (I have had one player's character die from a shadow's strength drain). </p><p></p><p>"power-down the XP," </p><p>Yes of course this is what I HAVE to do in order to play the game. My point was I SHOULD NOT HAVE HAD TO DO THIS IF WLD WAS WRITTEN AND DESIGNENED WITHOUT THIS FLAW. Jim Pinto has stated that this is so, the flaw exists and a # of fixes have been offered. I Followed this EL guideline, I still have a party that is 6th level and not even halfway through region E.</p><p></p><p></p><p>" some options that they wouldn't have within the SRD."</p><p>I do I make liberal use of the Advanced Beastiary, the Deluxe book of templates and the Beast builder. </p><p></p><p></p><p>"I know it's not the kind of answer you were hoping for, but pre-made modules rarely can stand up to the cleverness and variety of players."</p><p></p><p>I would tend to agree, my main issue is that by not following and using the rules that I am playing by (the rules the WLD was supposed to be designed for.) the designer's and editors created more work for me, something that say Shackeled city or Banewarrens did not. </p><p></p><p></p><p>"They dropped the campaign shortly after that, because nothing challenged them."</p><p>while I can agree on the having options the designer could not account but I think the problem is that I can make it challenging by adding templates, upping stats and encoutner conditions. </p><p></p><p></p><p>Now I am having to go into the book and calculate XP with encounters so that no more than 3 and a half levels will be gained in the region even if you clear it. I handle this by awarding xp straight out per character. </p><p></p><p>here is the reall issue though assuming a region has 100 encounters (I am rounding of easy math here) and no more than 25,000xp should be awarded in this region that mens if you awarding xp per encounter tha no more than 250 xp should be awarded per encounter per character on average. </p><p></p><p>I hope you can see the problem </p><p></p><p>This is quick and a bad example but I will put up more later.</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2641025, member: 14641"] "The dungeon was designed with the limitations of using the SRD only." But ignored the SRD when it came to awarding xp. "You have allowed your party to have access to abilities that are non in the SRD. This allows your PCs to have some pretty focused powers because they have more options that their opponents do not." I am not having a problem with the encounters being too easy, I have a concern that FAIR xp awarded for an encounter will out pace the adventure. I have always expressed this opinion and that I found it offensive that the editors did not make the designers follow the rules for both XP and treasure. "This makes the combats that much easier for the party, possibly to the point where their levels could be considered higher than what they actually are." At the appropraite level ythey are have just a tough time as everyone else (I have had one player's character die from a shadow's strength drain). "power-down the XP," Yes of course this is what I HAVE to do in order to play the game. My point was I SHOULD NOT HAVE HAD TO DO THIS IF WLD WAS WRITTEN AND DESIGNENED WITHOUT THIS FLAW. Jim Pinto has stated that this is so, the flaw exists and a # of fixes have been offered. I Followed this EL guideline, I still have a party that is 6th level and not even halfway through region E. " some options that they wouldn't have within the SRD." I do I make liberal use of the Advanced Beastiary, the Deluxe book of templates and the Beast builder. "I know it's not the kind of answer you were hoping for, but pre-made modules rarely can stand up to the cleverness and variety of players." I would tend to agree, my main issue is that by not following and using the rules that I am playing by (the rules the WLD was supposed to be designed for.) the designer's and editors created more work for me, something that say Shackeled city or Banewarrens did not. "They dropped the campaign shortly after that, because nothing challenged them." while I can agree on the having options the designer could not account but I think the problem is that I can make it challenging by adding templates, upping stats and encoutner conditions. Now I am having to go into the book and calculate XP with encounters so that no more than 3 and a half levels will be gained in the region even if you clear it. I handle this by awarding xp straight out per character. here is the reall issue though assuming a region has 100 encounters (I am rounding of easy math here) and no more than 25,000xp should be awarded in this region that mens if you awarding xp per encounter tha no more than 250 xp should be awarded per encounter per character on average. I hope you can see the problem This is quick and a bad example but I will put up more later. [/QUOTE]
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