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World's Largest Dungeon XP points problem: Region A (Spoiler Free)
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<blockquote data-quote="Qwillion" data-source="post: 2193646" data-attributes="member: 14641"><p><strong>Respodent</strong></p><p></p><p>CELEBRIM</p><p>"But by all accounts level A is the least interesting and most problematic of all the areas." </p><p></p><p>Yes I have rewritten a lot of this region (mostly replacing creatures) but am doing very little with region B or E</p><p></p><p>"Big mistake in assuming that parties will take a CRPG approach to every area and clean it out fully before moving on."</p><p></p><p>I said the following " do not expect they will clear every room and go through every encounter “ but even if they only go through half that is enough for my group to be third level and I have 8-9 players. This is still not counting random encounters. </p><p></p><p>S'MON</p><p>"Your definition "an adventure that will take PCs from 1st level to 3rd level" is a 3e phenomena that I guess the WLD designers didn't intend."</p><p></p><p>This is exactly what the books states, so the designers intended it to be an adventure that takes you to third level so that you can move on to region B or E. If the book states that is how it is to be used then the book should perform to that expectation. </p><p></p><p>"I don't take from your post that there is a design flaw in the dungeon, just in your interpretation of the designers' intent." </p><p></p><p>Quoting the book </p><p>"Enough for an entire party to grow from levels 1 to 20."</p><p>"Map A is designed for levels 1 to 3"</p><p></p><p>How is there a flaw in my interpretation?</p><p></p><p>SIEOBAHN</p><p>“Going into region B with half the group still at first level was a bad idea for my group!”</p><p></p><p>Yea I have tried to make each region a bit more physically different from the other, making the doors between regions special and etc. </p><p></p><p>CAPELLAN</p><p>“Given AEGs other, far more egregious and lazy hand waves in designing WLD ("ban wizards", "ban druids", "ban taking 10 and taking 20", "ban summoning", "ban web and other spells"), “</p><p></p><p>Yes I found this to be extremely lazy, the whole suggestion that you should ban a particular core classes was annoying, rather than tell his designers, you have to make spell books for wizards and put in a variant for gray druids, your damn right that the introduction comes off as lazy, thank god most of the dungeon does not reflect the introduction. </p><p></p><p>In defense though I did adopt one suggestion that I loved, when taking a 20 you must make a concentration check (because it’s tedious), if more of the suggestions had been like this I would have been much happier. </p><p></p><p>I have solved my summoning issue, you can follow transient planes in but not out of the dungeon, If you try you move to the closest exit, if there is a closed door then it stops right at the closed door, I did this simply by making the walls and doors solid on all transient planes (astral, ethereal, and shadow), it’s the roach motel, you check in you don’t check out. This made summonings, blink, dimension door, and teleport actually work. Again your dead on, AEG was lazy. </p><p></p><p>“I'd say that non-standard XP is the least of your worries “</p><p>I disagree all of these things were easy to fix and they were differences of intent and design. With XP they did not change the rules and then follow their changes, they did not create a guideline that their designer had to follow, and then they did not edit and enforce any kind of XP guideline. It’s not that it’s the least of my problems, it just it takes the most work to fix because it screws up, level, treasure, equipment, CR and EL. </p><p></p><p>REXATUR:</p><p>I agree with everything you have done, </p><p></p><p>I think once the players reach the level that the cleric can create food and water; food will not be an issue anymore. Yet I think I am going to push for that until they get the spell. (And maybe a level after that to make the cleric waste the spells.)</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2193646, member: 14641"] [b]Respodent[/b] CELEBRIM "But by all accounts level A is the least interesting and most problematic of all the areas." Yes I have rewritten a lot of this region (mostly replacing creatures) but am doing very little with region B or E "Big mistake in assuming that parties will take a CRPG approach to every area and clean it out fully before moving on." I said the following " do not expect they will clear every room and go through every encounter “ but even if they only go through half that is enough for my group to be third level and I have 8-9 players. This is still not counting random encounters. S'MON "Your definition "an adventure that will take PCs from 1st level to 3rd level" is a 3e phenomena that I guess the WLD designers didn't intend." This is exactly what the books states, so the designers intended it to be an adventure that takes you to third level so that you can move on to region B or E. If the book states that is how it is to be used then the book should perform to that expectation. "I don't take from your post that there is a design flaw in the dungeon, just in your interpretation of the designers' intent." Quoting the book "Enough for an entire party to grow from levels 1 to 20." "Map A is designed for levels 1 to 3" How is there a flaw in my interpretation? SIEOBAHN “Going into region B with half the group still at first level was a bad idea for my group!” Yea I have tried to make each region a bit more physically different from the other, making the doors between regions special and etc. CAPELLAN “Given AEGs other, far more egregious and lazy hand waves in designing WLD ("ban wizards", "ban druids", "ban taking 10 and taking 20", "ban summoning", "ban web and other spells"), “ Yes I found this to be extremely lazy, the whole suggestion that you should ban a particular core classes was annoying, rather than tell his designers, you have to make spell books for wizards and put in a variant for gray druids, your damn right that the introduction comes off as lazy, thank god most of the dungeon does not reflect the introduction. In defense though I did adopt one suggestion that I loved, when taking a 20 you must make a concentration check (because it’s tedious), if more of the suggestions had been like this I would have been much happier. I have solved my summoning issue, you can follow transient planes in but not out of the dungeon, If you try you move to the closest exit, if there is a closed door then it stops right at the closed door, I did this simply by making the walls and doors solid on all transient planes (astral, ethereal, and shadow), it’s the roach motel, you check in you don’t check out. This made summonings, blink, dimension door, and teleport actually work. Again your dead on, AEG was lazy. “I'd say that non-standard XP is the least of your worries “ I disagree all of these things were easy to fix and they were differences of intent and design. With XP they did not change the rules and then follow their changes, they did not create a guideline that their designer had to follow, and then they did not edit and enforce any kind of XP guideline. It’s not that it’s the least of my problems, it just it takes the most work to fix because it screws up, level, treasure, equipment, CR and EL. REXATUR: I agree with everything you have done, I think once the players reach the level that the cleric can create food and water; food will not be an issue anymore. Yet I think I am going to push for that until they get the spell. (And maybe a level after that to make the cleric waste the spells.) [/QUOTE]
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World's Largest Dungeon XP points problem: Region A (Spoiler Free)
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