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WotBS critiques for Zeitgeist planning?
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<blockquote data-quote="Fox Lee" data-source="post: 5470070" data-attributes="member: 4346"><p>I gotta agree. There were aspects of it I really liked, but when I needed to drop something for a campaign that was starting at sixth level, the fire forest was the easiest thing to cut. And it was kind of a relief ^^; Really, I think it may have made a better solo adventure - it feels rather like it was supposed to be separate to begin with.</p><p></p><p>Further critique:</p><ul> <li data-xf-list-type="ul">In the 4e version, I was frequently concerned with the control powers available on monsters - immobilises to a lesser extent, but prominently dazes and stuns. There seemed to be lots of these that were available frequently on non-boss fights (as at will powers in plenty of cases) which is overdoing it a bit as far as I'm concerned. I can't say whether or not it's a problem in practice - I had to redo the fights so far, to compensate for the level gap - but I know there's nothing my players hate more in combat than having to stand there and do nothing.</li> <li data-xf-list-type="ul">In a different thread, somebody observed that from a GM perspective, the information is kind of spread-out between all the sidebars, encounter index, etc. I admit I had to read through the Fire Forest, in particular, several times to work out what the devil was going on. Other information - like, for example, the names of the trillith inside Kathor and Crystin - isn't even included in the first place they are mentioned. As a GM, I really want to have as much information as possible up-front, so I can plan accordingly. The Campaign guide was a useful tool for this, though I would have preferred it to be more open in addressing many NPCs' goals and motvations, too. Preserving the mystique is nice, but once again - I gotta know this stuff!</li> </ul></blockquote><p></p>
[QUOTE="Fox Lee, post: 5470070, member: 4346"] I gotta agree. There were aspects of it I really liked, but when I needed to drop something for a campaign that was starting at sixth level, the fire forest was the easiest thing to cut. And it was kind of a relief ^^; Really, I think it may have made a better solo adventure - it feels rather like it was supposed to be separate to begin with. Further critique: [list] [*]In the 4e version, I was frequently concerned with the control powers available on monsters - immobilises to a lesser extent, but prominently dazes and stuns. There seemed to be lots of these that were available frequently on non-boss fights (as at will powers in plenty of cases) which is overdoing it a bit as far as I'm concerned. I can't say whether or not it's a problem in practice - I had to redo the fights so far, to compensate for the level gap - but I know there's nothing my players hate more in combat than having to stand there and do nothing. [*]In a different thread, somebody observed that from a GM perspective, the information is kind of spread-out between all the sidebars, encounter index, etc. I admit I had to read through the Fire Forest, in particular, several times to work out what the devil was going on. Other information - like, for example, the names of the trillith inside Kathor and Crystin - isn't even included in the first place they are mentioned. As a GM, I really want to have as much information as possible up-front, so I can plan accordingly. The Campaign guide was a useful tool for this, though I would have preferred it to be more open in addressing many NPCs' goals and motvations, too. Preserving the mystique is nice, but once again - I gotta know this stuff! [/list] [/QUOTE]
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