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4 years ago ::
Apr 14, 2009 - 11:15AM
#1
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Date Joined:
Jun 21, 2007
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Hey all - As posted in a recent thread, sometimes the goofy stuff in an adventure (whether it be in reference to roleplaying styles, monster types, or what-have-you) can be quite dividing for players. So... what do you want to see more of in LFR? Particular creature types? More involved skill challenges, such as the multi-scene stuff in a few adventures Spoiler:
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like CORE1-2 ? Personally, I'd like:
- More aberrations!
- Intelligent undead that aren't simply filler - see the Skull Lords for examples

- Encounters that be either skill challenges or combat, based on party decisions
Anyone else?
Writing Director, Abolethic Sovereignty storyline Spoiler:
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4 years ago ::
Apr 14, 2009 - 11:44AM
#2
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Date Joined:
Jul 16, 2002
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MOAR COWBELL!!!!
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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4 years ago ::
Apr 14, 2009 - 12:05PM
#3
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- More use of Stealth, Perception and Thievery in general
- More traps and locks, to utilize Perception and Thievery without requiring 4+ combat rounds to disarm (taking a character out of combat for that long just for one trap is brutal)
- Modules that can be finished easily in 4 hour convention slots (to avoid the pressure of "we have to skip 2 combat encounters to finish in time")
- More LFR combat modules (not delves, but official LFR) (less like the dreaded WATE series, where 2-3 hours are often spent on skill challenges)
- More treasure bundles with generic +1, +2 etc magic items, so that the player can easily upgrade them with gold to items he actually wants
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4 years ago ::
Apr 14, 2009 - 12:08PM
#4
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More Clerics! (Bards are acceptable to)
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4 years ago ::
Apr 14, 2009 - 12:18PM
#5
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Date Joined:
Mar 29, 2001
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Ravens Bluff.
-karma
LFR Characters: Lady Tiana Elinden Kobori Silverwane - Drow Control Wizard Kro'tak Warscream - Orc Bard Fulcrum of Gond - Warforged Laser Cleric
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4 years ago ::
Apr 14, 2009 - 4:12PM
#6
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Date Joined:
Mar 26, 2008
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My wishlist: * Less skill challenges. I dislike skill challenges. I hate them when the number of successes is some large number due to XP considerations, and not because you actually need to reach that number. For example is you're walking through a maze and everyone has done everything they can think of to get through the maze easily (most common trick is to put your left hand on the wall and continue through the entire maze without removing your hand. Such is the nature of mazes that you'll eventually get to the exit). In EAST1-1, we all did a variety of things to get through the maze, and were then told we needed X more skill successes. Boring. * More extended roleplaying sessions. My favourite mod is the DALE1-3 Master and Servant mod. Everything up to the Spoiler:
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gladiator fight is absolutely wonderful. And beyond that its all still a good mod. But the opening is my favourite. And none of it feels like a skill challenge. * More roleplaying-related systems like the reputation system from Spoiler:
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DRAG1-2 A Thin Gray Line . Its a wonderful system, and although I did ignore it, it gave me a framework in which to determine how people react and what encounters they get. Even a reuse of this system in more mods would be wonderful. * MORE DISPARITY between low level and high level. At the moment the low-level versions are (as a general rule) better suited to a low-level party. The high-level versions, however aren't. The one exception to this is SPEC1-2 where its the other way around.
Encounters that be either skill challenges or combat, based on party decisions Definitely.
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4 years ago ::
Apr 14, 2009 - 4:30PM
#7
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The biggest issue so far in the LFR night I go to is poorly written/edited adventures. The last one I played told the DM to require a nature check for every turn of a 10 day journey! He had common sense, thankfully. A rampant issue is a discrepancy between the maps and text descriptions, often including things on the map that aren't described to the DM or whose description is later in the mod writeup than when the thing itself is encountered. In the one I DMed so far, there were several large blobs in the middle of a room that weren't described anywhere in the text. I DMed a mod where the final combat is either a series of skill challenges or a really difficult battle, depending on how it is approached - more things like that would be good, where player/character decisions actually affect the outcome instead of everything being "Kill it! Kill it!". Skill challenges shouldn't just be a way to delay or take a break from fights, and there needs to be a bit more text in the adventures for RP of skill challenges. These can (and should) just be brief suggestions, but they should be there.
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4 years ago ::
Apr 14, 2009 - 6:25PM
#8
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Date Joined:
Sep 20, 2004
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writers from the player base
Rule Zero: Save vs. Hivemind http://rulezeroblog.wordpress.com
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4 years ago ::
Apr 14, 2009 - 8:19PM
#9
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Date Joined:
Sep 23, 2008
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I love the idea of being able to turn more combats into skill challenges, essentially talking/roleplaying your way out of potentially getting killed. My Bard was so proud of himself for doing that during Spoiler:
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SPEC1-1  As a DM I love opportunities for odd or interesting characters and memorable chances for roleplaying. Strange twists or last-minute revelations are fun too.
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4 years ago ::
Apr 15, 2009 - 1:50AM
#10
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writers from the player base What makes you ask this? All the writers I am using are active players in the campaign.
As for fights avoidable through a skill challenge, that is actually quiet hard to pull off in LFR. We have to work with a set experience point pool, and we need to add a minimum of 2 fights. Furthermore we have pacing to keep in mind. The majority of players do not like 4 hours of roleplaying. Still, it can easily be done with DME. Players should not be afraid to give it a try on occassion 
As for editting: three or four people review the adventures and that is excluding the playtesters. It is impossible to catch all potential mistakes, especially when it is something like 'turn'. Turn is not round, but 1 set of actions. So in a skill challenge one turn can consists of 1 hour, 1 day or even the whole ride (= week in FR). Of course, the adventure text should mention this, but at times people experienced in the game miss such minor things because they automatically know the intention. Let us know when you come across errors. If they are truly confusing, we can and will update the adventure and if they are minor it is something we can keep in mind for the next time (e.g. I have a list of things of common mistakes).
As for the skill challenges, and the required successes. Again, that is something you need to discuss with your DMs. Usually I have a good idea of the number of checks required to reach success, but when I guess wrong I either extend the amount of rolls/successes (the PCs are not yet at the end of the scene when they score enough successes) or simply finish the challenge as a success (the PCs reached the end, but have not had enough successes). This is typical a DME thing were DMs should not treat the adventure as set in stone.
Personally, I find it funny we have people asking for more RPing and people asking for more fights. Shows we are on the right track 
Finally: aberrations and intelligent master mind undead tend to upper heroic and paragon level (deathknights, vampires and liches for example are all 11th lvl+). I am sure you will see more of those in the level 7+ adventures (in fact: I know several with aberations taking a prime role and at least one with an intelligent undead as the main villain).
In any event, I find this thread an interesting read. Keep them comming
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