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Sticky: A Guide to Changing Adventures with DME and Creating With MYRE
3 years ago  ::  Jun 26, 2010 - 11:39PM #1
Alphastream1
  • Dragon Slayer
  • If only he would apply himself
  • Dammit Jim, this is Star Trek, not D&D!
Date Joined: Jan 31, 2006
Posts: 4,642
(Now that the forums are moving over here, I am re-posting here.)

This  guide uses the current DME guidelines! The original DME rules allowed more latitude.  You can still find the old posts here.




A Guide to Changing Adventures with DME and Creating With MYRE



Index: Show


What is DME and why is it  important?
   Where are the rules for DME found?
   I hear DME  changed. How did it change and why?
   Can DME be used to settle  rules disputes?
What is MYRE?

Understanding DME in Detail
    Adjusting Tactics
   Adjusting Levels
   Adjusting the Number of  Foes
   Adjusting Skill Challenges or the Story
   Things not  explicitly covered by DME, but likely allowed
   Suggestions for the  Wise Use of DME
   What should you not do with DME?

Understanding  MYRE in Detail
   (forthcoming)



What is DME  and why is it important?
DME stands for Dungeon Master  Empowerement. DME refers to what creative liberties an RPGA/LFR DM can  and cannot take with an RPGA/LFR adventure. (If terms like RPGA and LFR  are new to you, check out the RPGA and LFR FAQ threads, as well as the  CCG documents. This document assumes you have some familiarity with RPGA  and LFR games and have at least played and looked over one LFR  adventure.). 

DME is important because it regulates what DMs can  do. If they use their powers well, DME can allow DMs to do cool things  and tweak an adventure to meet the needs of the player, improving the  fun at the table. If they abuse or misuse their DME power, this could  lead to really bad experiences for the players.

Two  simple examples: Show

1.    A DM runs the first combat encounter as-is.  The players are largely new, having a tough time with what should be a  moderate encounter. The players are bummed, feeling inefective. The DM  uses DME to lower the level of the monsters in the next encounter. The  players feel effective and their enjoyment increases.
2.    A DM  overestimates how good a party will be, increasing the level of the  foes. The players have trouble being effective and two PCs die. The  players start questioning if the DM changed things and threaten to walk  from the table. 


Where are the rules for DME found?
Each  LFR adventure refers to DME in the introductory part of the adventure.  The actual rules constraining DME are found in the CCG, starting with  version 1.9.

I hear DME changed. How did it change and  why? Show

DME used to be ill-defined. It was essentially the idea  that a DM could change things so as to ensure fun, without a true  definition of the extent of those powers. As a result, some gamers  argued that DMs could do whatever they wanted, from substituting  monsters, to entirely revising encounters, to changing the entire module  to function as a battle interactive. A few gamers published their own  versions of LFR adventures, testing the intent of these new rules. Many  realized that if LFR adventures could be changed completely, rather than  ensure fun, DME could mean players would not know what to expect when  they sat down at the table. The brand identity for LFR was threatened.  In addition, while only minor negative incidents occurred, it was likely  a matter of time before some tables had truly horrendous experiences.  With version 1.9 of the CCG, introduced June 2009, the administration  defined DME more closely to narrowly focus what a DM could do.


Can  DME be used to settle rules disputes?
Yes, to the limited extent  of making an unbiased decision. As described in the CCG, the DM should  listen to players in any rules dispute, then make a decision and move on  with the game. The DM has the final say. However, it is important to  note that DME does not allow the DM to create or change rules. The DM  cannot impose their view of the game, make up new rules, ignore rules,  or deny rules. This question typically comes up because a DM may not  like a rule. DME does not empower the DM to change the rules. There is a  big difference between adjudicating (which is about interpreting the  wording of the rule) and imposing a DM’s desire for how the game should  work. DME does not allow the later. At all times, it is the  responsibility of an RPGA DM to follow the core rules for the game, as  defined in the CCG.

Ok, so DME is for what a DM can do to  tweak an adventure. What is MYRE?
MYRE  is the prefix for the My Realms series of adventures. Similar to CORE  or regional prefixes (EAST for East Rift, CORM for Cormyr), MYRE  indicates that an adventure is a My Realms adventure. Each has a suffix,  which is a series of two numbers. The first indicates the year  (roughly) of the campaign, and the second is the order of release. For  example, MYRE1-1 is the first My Realms adventure for the first year of  LFR.

My Realms adventures were introduced in late May 2009, and  were a response to the original DME rules. It was clear that some DMs  wanted to try their hand at making their own adventures. My Realms  adventures are basically a shell of an adventure with information on how  to flesh it out. The suffix, such as 1-1, reflects a level range. To  write a My Realms adventure for 1st-4th level PCs, you sanction/download  MYRE1-1 and then follow the instructions to write the adventure.

MYREs  have several rules. Amongst them, you cannot share what you create. You  can run it for as many tables as you want, but you cannot give it to  someone else to run, you can’t share it online, you can’t give it to  judges at a convention, etc. You are also limited as to the rewards you  can offer. (You can co-author a MYRE with one other author, and then you  can both run it.)

MYRE is a great way for DMs to try their hand  at authoring, especially if they want to practice before applying to  author an LFR module. Submitting a MYRE to an LFR administrator can be a  good way to demonstrate you have the skill required. MYRE is also a  great way to get creative, to fill in plot gaps between regional  adventures, or to do special things only you can dream of. This guide  covers the rules in more detail later, including some things to watch  for and some tips on authoring them.




Understanding  DME in Detail

Historically, RPGA games strove to establish a  common experience at each table, in the name of fairness. The idea was  that at a convention, it should not matter at which table of adventure  xyz you sat… each should afford the same difficulty level and play  experience. Campaigns such as LG (Living Greyhawk) worked hard to ensure  each table was run consistently. If your DM didn’t let you use Arcana  to open the lock, it should be because no table allowed the use of  Arcana to open the lock. The concepts of fairness and table equity were  prime directives.

With 4E and its emphasis on bringing in new  players and striving for fun play over realism, the RPGA took the  opportunity to change its directive. The new prime directive is FUN. A  DM should do what they can to ensure fun. When a player asks if a lock  can be opened with Arcana, the DM should consider what is logical and  fair, but they should especially consider what would be the most fun for  everyone. Fun often does involve fairness and balance, of course, but  fun is the prime directive. Because of this, each LFR adventure comes  with a section on DME and encourages the DM to make small changes to  adventures to ensure players have a fun time.

DME allows the  following, which we will examine in detail.

Adjusting Tactics
DME  allows a player to adjust the monster tactics. Sometimes, the  combination of foes and terrain may suggest a different tactical  approach. Other encounters may choose an easier approach, such as using a  monster power early when it is likely more effective later, or  spreading damage when it is more challenging to concentrate fire on one  PC.

Most experienced players feel that monster tactics alone can  easily make a battle much harder. Knowing the adventure, knowing the  monsters and their powers, and understanding how the terrain can be used  are huge factors to encounter difficulty.

When adjusting  monster tactics, make sure you first understand the author’s intent  related to how the encounter should play. Perhaps the idea is a  challenge related to denying powers and being defensive, rather than one  based on damage. Maybe the encounter is supposed to be easy because the  next one is very difficult. Maybe the encounter is supposed to be hard  because this is the culmination of a major story arc and the aim is for  PCs to dig deep before claiming victory. Taking the author’s intent into  consideration can help greatly to avoid providing an overall adventure  experience that would be too much of a slugfest with little  accomplishment or one that is too easy for the story.

Adjusting  Levels
DME allows adjusting the levels of one or more foes by  1.

Changing levels can be a great subtle change, influencing the  chances that monsters will hit and that PCs will miss. It can be great  across several encounters, making for just enough of an increase to keep  the challenge level interesting for players or just enough of a  decrease to give the PCs a chance.  It can also be done very quickly,  making for a great on-the-fly adjustment when a DM sees the PCs are  particularly effective or new to the game.

With 4E, building  encounters is easier than ever. Even easier is adjusting the level of  the monsters. While it isn’t critical for every DM to understand the  rules for building encounters, every DM really should understand and  memorize (or write down) the rules for adjusting monster levels. The  rules are really simple and can really improve player fun.

The  rules are worth memorizing in their entirety, but in a pinch or for  speed, all you have to remember is this:

Quick and  Complete Rules for Modifying Monster Levels: Show

For each level you  add/subtract, add/subtract 1 to attacks and defenses. In addition, add/subtract 8 HPs.
(In reality, the amount of HPs varies by role.  It is 8 for Skirmishers, Soldiers, and Controllers. It is 6 for Lurkers and Artillery. It is 10 for Brutes.)

For every 2 levels you add/subtract, also add/subtract 1 to damage for all the monsters attacks  (don’t modify damage for which you don’t make an attack roll).

Elites and Solos have more HPs. So, for them, for each level you modify their  HPs differently. For Elites, double the HP gain for each level. An Elite Controller would gain 16 HPs when it gains a level, for example. For  solos, it is a bit more complex. A solo uses the following rules for  HPs: 8*(level+1), plus con. If level 10 or lower, multiply result by 4.  If level 11 or higher, multiply result by 5. So, if you have level 10 or  lower solo and drop it by 2 levels, you would subtract 2*8*4=64 HPs.


All  of the above can be done within the excellent Monster Builder, though output should be carefully checked as errors can occur. You can use this  to print alternate stat sheets if you know that an adjustment is warranted (based on prior runs of the adventure and/or with the same  table of PCs).


An insubstantial monster is a special case, but they roughly have 2HPs less per level than a normal monster.

It is debatable whether skills or initiative should change, but you could do so by 1 for every 2 levels.



Rules for adjusting traps  are present in DMG 2.

One thing to keep in mind is that raising a  level technically changes the XP value of the monster (though it will  not change the rewards for the adventure). If enough levels are changed,  this can change the level of an encounter.  This can be tricky, because  you can easily end up in the wrong tier of play or with foes that PCs  may not be able to defeat.

Examples of effects of  monster levels on XP and Encounter Level: Show
A level 4 encounter  (875XP) with just 3 creatures would mean each one is around 6th level if  they are all the same level. Leveling them all up to 7th would mean  3*300=900XP, which is still below a 5th level encounter, and thus should  be ok just on XP value alone (see below for more). But, leveling them  by two would mean 3*350=1050, which is a 5th level encounter.
The  effect is more pronounced when you have more foes. If there are 5 4th  level foes, increasing each by a level would create a 5th level  encounter and by two would create a 6th level encounter!


Finally,  the overall monster level should be considered. In the first example, a  6th level foe is already a substantial challenge because of their  damage expression and their defenses. Going to 7th, though still  permissible on the level of the encounter, is a bad idea for a low-level  party. Similarly, going to 8th is really pushing things.

Adjusting  the Number of Foes
DME allows you to add or remove a foe of a  type already present.

Adding a foe is a great idea when you are  looking for an immediate increase in challenge. Sometimes, an encounter  might just have one of a certain foe, but two would work better. This is  often because of a particular monster power that will pressure the PCs.  The author of the adventure had to carefully balance XP levels, but you  can use DME to give a stronger challenge.

In general, this is a  more pronounced effect that changing a level. This is because you  create a whole new monster with its own attacks that has to be handled  separately by the PCs. You can think of changing the level of a monster  as a subtle change, a nudge to the difficulty. A new monster is a  substantial change.

Adding a foe can be a powerful  effect on encounter difficulty: Show
For example, if an encounter had 5  level 2 creatures (5*125XP=625XP), this would be a normal 2nd level  encounter (the target for a 1-4 Low tier adventure).  Adding another  level 2 foe takes us to 750XP, which is a level 3 encounter and probably  a suitable challenge. However, adding two level 2 foes takes us to 875,  which is a level 4 encounter. Now you are running high tier, which is  not what the party signed up for!


It is very helpful to  consult the DMG (p56) for help with establishing what is appropriate.   If working on the fly, you should either know the module well and thus  know that adding one more foe will not be a problem, or be prepared to  take counter-measures when needed (such as dropping off some HPs on a  foe so it dies quickly). The players should never be punished for a DME  mistake.

It is important to note that you cannot add foes that do  not appear in the adventure. You cannot change the type of foe (such as  changing a white dragon to a blue one or changing a goblin skirmisher  to be a hexer).

Adjusting Skill Challenges or the Story
DME  allows the DM to change ““little things” in the adventure such as the  way in which characters obtain information, minor NPCs, adding depth or  campaign flavor to an encounter, etc. However, the DM cannot change the  overall plot of the adventure or its location”.

This rule allows  DMs to make sure the story progression works and that you can work  through any player confusion. An encounter might provide a clue leading  the PCs to a tavern but the players miss it and decide to go to a  marketplace. The DM can have a merchant provide a new clue, which routes  them back to the tavern. The key is to eliminate frustration, keep the  RP high and engaging, and keep the story moving forward.

This  often happens in skill challenges, where there can be several scenes and  options and the players can lose track of clues found over time. In  many ways, DMs should expect some confusion and be ready to adjust as  needed with DME. Confusion can actually make for a great time and gives  you a chance to have some RP with the PCs.

DME does not  specifically allow or prohibit adjusting the difficulty of Skill  Challenges, but it is likely within reason. Skill challenge DCs are  found on p42 of the DMG.

In assessing difficulty it is again  important to understand adventure construction. Many authors mean for a  skill challenge to play out as story, rather than to be a true  challenge. Thus, adjusting difficulty may stray from the adventure’s  intent. An important consideration is how to adjudicate failure. The  failure conditions can often tip the DM as to the importance of the  skill challenge and whether failure will be a big disappointment.   Additionally, check the DCs to see if they are difficult, moderate, or  easy, and how the level and complexity compare. 

When adjusting  skill challenges, the easiest change is to bump DCs by 1-2. More than  that can affect the odds too much, making failure too easy (or, if  lowered, make the challenge inconsequential).

It is likely  better to not worry too much about skill challenge DCs and instead  concentrate on how it plays out, helping the story play out in ways that  are evocative to the players. For example, in an all-diplomacy skill  challenge, allow some additional skills to be used by other PCs to keep  everyone involved. Reward player/PC ingenuity when appropriate and  instead of saying no to tangents, let players take them and assign new  skills with the results bringing them back on track. DME can make skill  challenges more organic.

One common DME use is the situation  where x successes are needed, the PCs feel like they have accomplished  what is needed, but essentially need more dice. DME can shape the story  to present a new challenge. For example, PCs are trying to find a book.  They roll well, finding the right library and the book… but still need  two more successes… that’s when the DM shows that this book seems to be a  cheap copy. They make a few more rolls, finding that the real book is  hidden cleverly behind a related book.


Things not explicitly covered by DME, but likely allowed
As described before, skill challenge DCs are likely allowed.

The language  suggests level adjustments are limited to 1 level up or down, but  modifying by 2 should be plausible if done for just a single foe with an  eye towards not exceeding DMG guidance for the level of the foe (a foe  should not exceed PC level by more than 7 or be below by more than 4).  If you have a copy of the LFR guidelines, the table for foe levels  should be used instead. For example, for 1-4 high tier, the maximum  level of a normal/elite/solo should be 6/5/4.

It is not clear  whether terrain effects can be modified. DM judgment should be used,  though the effect should likely not be more than one change on the  difficulty level chart for any skill check DC or more than a +1/-1 level  adjustment to damage or similar effects. DMs should be careful with any  adjustment that impacts the flow of combat as these are generally  playtested extensively. For example, changing ice to become challenging  terrain (and require a skill check or the PC falls prone) can change the  flow of combat, making movement too difficult.

Other things you  can do with DME is help different players/PCs shine in skill  challenges, reward creativity, and provide greater RP by tweaking the  story to react to PC initiatives. In all cases, these should be minor  adjustments that just accommodate the players and their PCs. For  example, if a PC has a love for history, the barkeep could be a retired  historian or history buff, and deliver information in those terms.

DME  can likely be used to help keep an adventure on track and on time.  For  example, if a combat no longer presents a challenge and is unlikely to  use any PC resources, the foes could surrender or flee, saving time.


It is not clear whether DME can be used to update older monsters (MM1, etc.) to the new errata DMG guidelines for monster damage. Arguably, the monsters have not been erratad and the guidelines are just suggestions. Furthermore, the adventure was playtested with the original values - changing them could make the encounter way too difficult. DMs that want to do this should likely be very familiar with the adventure and ask the table for approval.



Continued  in the next post...
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3 years ago  ::  Jun 26, 2010 - 11:40PM #2
Alphastream1
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Suggestions for the Wise Use of DME

1. Experience.
The  best tool in your arsenal is experience. If you are new to judging 4E  and/or LFR, you probably should not be using DME to adjust difficulty.  This is because 4E and LFR can be ‘swingy’, in that one encounter can be  really easy for a party and the next really hard. This is a factor of  the way adventures and encounters are built, as well as the way parties  are built and how the die rolls can distribute over time. An encounter  can seem really hard when the monsters have high damage and the party  lacks a healer, or when they have high defenses and the striker rolls  poorly for several attacks in a row. An adventure might deliberately  start with a really hard encounter, then tone it down for an easy  encounter, then finish with a moderate encounter. The more experience  you have as a DM, the more you can recognize these factors.

2.  Know the Adventure
The more you understand how the adventure’s  encounters tend to play, the better you will be able to know when DME is  appropriate. Maybe the skill challenge is designed to be a strong  social encounter because the next skill challenge is all about  non-social skills. Adding in non-social skills in the first challenge  changes that balance. Maybe the first fight uses minions and is really  easy so that the players will feel good… and not be frustrated when they  face a more denial-based encounter in the next room. One of the first  cores, for example, has two pretty easy fights up front, using several  minions. A DM might think the adventure needs tweaking. However, the  last encounter can be very difficult depending on how PCs handle the  bundled skill challenge and one of the foes. That final fight can be  challenging enough to threaten a TPK for some tables. If a DM increases  the difficulty based solely on how the first two fights play, they could  be making a big mistake, using up vital resources too early!

3.  Know the Party
DME is especially useful if you have a good  understanding of the party’s capability. Understanding the roles they  have, the skills they have, and their level of proficiency with the game  is important. Understanding the style of play they prefer is important  as well. Some players would appreciate DME that provides more RP. Some  players are happy optimizing their PC and having a cakewalk and don’t  want the DME to up the challenge level. Maybe the party just finished  having a TPK in their previous adventure and now they sit down looking  for a cakewalk, and you decide to up the challenge level…

4. Use  DME Cautiously, With an Eye Toward Options
DME is best used  carefully. Tweaking monsters by a level may seem by very little, but a  missed daily power or two can have big effects over the course of an  adventure. Plan ahead for how you can back out of DME changes. For  example, if you increased several foes by a level and the party is  having trouble, and the party likely knows the foes’ attack bonus or  defenses, you could just reduce their HPs back to normal or even a bit  below normal or change monster powers to refresh less often. Don’t  forget tactics. Bad or great tactics are easily worth more than a level  adjustment if done well. After all, just the simple choice to flank or  attack a foe with/without cover is a difference of 2 on an attack roll.  Combine with a marking penalty and you can be increasing/decreasing your  monster’s chance to hit by 4!


What should you not do  with DME?

1. Don’t automatically use DME to make up for a  party being effective
An optimized party may or may not be a fun  party. Your job is to ensure fun. If you see the PCs having an easy  time, check with the players before increasing the challenge level. If  they seem bored, you can likely adjust the challenge level. Be mindful  of new players, however, as they may be riding on the coattails of  experienced players and you don’t want to overwhelm them, if possible.

2.  Don’t use DME to punish an optimized player
While severely optimized  players can be un-fun (both for the table and for the DM), keep in mind  that everyone is entitled to their own play style. If one PC’s  optimization seems to be causing a problem for the whole table, talk to  the player to try to reach a compromise. Or, ask the table as a whole if  they want a higher challenge level. Trying to ‘punish’ the optimized  player by increasing difficulty can be a big mistake if it ends up  making the game too difficult for the other PCs.

3. Don’t use  DME to issue a rules edict.
DME does not allow you to ignore core 4E  or LFR rules. You are bound by the 4E and campaign rules at all times,  including using the latest rules clarifications in the FAQ, errata  documents, and CS (Customer Service) replies.

DME should also be  viewed as being there for the benefit of players and the table. It  isn’t for the benefit of the DM, other than the increased satisfaction  of knowing the players had a great time.

4. Don’t overstep your  bounds.
Know the limits of DME and obey them. Just as you expect  players not to cheat, they expect you to understand and follow the  limits imposed by DME.

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3 years ago  ::  Jun 26, 2010 - 11:47PM #3
Alphastream1
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Creating  Adventures with MYRE




Understanding MYRE in Detail

(This area to be fleshed out later, with ideas including:

The authoring process – different for everyone

How to craft a story
Can you use an established adventure? (You cannot use another LFR adventure, but you may use other sources such as classic D&D adventures or adventures in Dungeon. See this post. )

How to create realistic NPCs

Understanding how to build a combat encounter
XP Budgets
Monster Roles
Terrain
Traps
Timing and other constraints


How to build a skill challenge

Resources 

playtesting

Finding a table to play the actual adventure

How does MYRE differ from the process authors use for official LFR adventures? )

Links:    
So,  now you want to actually write for the campaign?

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3 years ago  ::  Jun 26, 2010 - 11:48PM #4
Alphastream1
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Your  feedback and ideas welcomed! Please help with this guide!
Thanks!
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3 years ago  ::  Jun 30, 2010 - 7:08AM #5
Matt12
Date Joined: Jul 13, 2008
Posts: 792
Can you use DME for starting position in encounters?  Both players and monsters.
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3 years ago  ::  Jun 30, 2010 - 10:05AM #6
Alphastream1
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I think most non-mechanical changes of that nature should be fine. It is a grey area, but not disallowed. Monster starting areas can really vary, as can the actual map itself - in some adventures the author doesn't seem to have given it much thought at all (a plain 10x10 room, for example, or having a really squishy leader or artillery too far to the front line in a paragon mod). But, for many adventures (especially those with more complex terrain), the author really did put a lot of work into the setup. Moving the monsters around in that case can have a really big effect on how the encounter plays. Playtesting these days often addresses monster placement and room configuration and the author may test things more than once to get it right. Undoing that should be for a good reason.

As an example, if you play or DM tonight's (week 4) D&D Encounters game, this is to me an example of a encounter configuration that does not work well (too small for the monsters given the desired difficulty level). DME to increase the size of the playing area is a good thing.

When it comes to PC Start Boxes, the admins have stated several times that these are suggestions. The problem again is that authors may not be thinking that way. The author may have a really clear vision for where the PCs should start for the challenge level to be right. Maybe the monsters hit hard up front but really lack punch after that, and thus it plays best with a killzone. Maybe the start area is carefully measured to require a certain number of move actions to reach something. So, while I am sure DME allows for the change, it should be done with some care as to what the encounter intends.
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3 years ago  ::  Jun 30, 2010 - 1:39PM #7
Matt12
Date Joined: Jul 13, 2008
Posts: 792
I just brought this up for two main reasons -

(1)  I've played with GMs that force players to start in those PC Start Boxes.  Even when it makes no sense for all the players to be in them.

(2)  I just like having some flexibility on monster placement.  Mods that have been run through the playtest a number of times usually don't need any changing at all.  It's just that every now and then, something comes up that is completely unexpected or just something like your example about D&D encounters.

Was going to give a example of this but decided not to after typing it up.  Let's just say it shows how childish some of the players can be and how much of a pain in a rear end they are.
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3 years ago  ::  Jul 01, 2010 - 8:10AM #8
Joshua_Randall
Date Joined: Oct 7, 2003
Posts: 689

If a specific treasure bundle is in a specific encounter, and it has a useful Daily power, and the monster would be smart enough to use it, do you let the monster use it?

(I do.)

Not sure if this is DME or not. My players have other words for it, that I can't post here.

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3 years ago  ::  Jul 01, 2010 - 9:39AM #9
Skerrit
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Date Joined: Mar 17, 2005
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Sounds like that is within DME. Note that adventures often even go so far as to reprint powers under stat blocks for when creatures are carrying a useful item. Of course if the item is just in the room somewhere and the creature doesn't know its there... you might be stretching DME a bit.
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3 years ago  ::  Jul 01, 2010 - 11:29AM #10
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,993
It might be helpful to have a quick "convert a Dungeon mod(or other non-LFR mod) into a MYRE" section. i.e. how many encounters to look for, what XP total, how to fit it into a 4 hour slot(s) if it will run long or short, etc...
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