moriarty777 wrote:
Which is why I buy TLG.
I like the appearance of little 'option' rules scattered in the modules. I buy all the modules anyway but I buy them for the adventure. A little houserule option scattered throughout them is pretty much gravy for me!
M
How difficult would an encounter be if no one used the optional rules though?
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The Rock says ...
CharlieRock wrote:
How difficult would an encounter be if no one used the optional rules though?
Thus far? There really isn't anything to worry about. The one in Dro Mandras II, can be used with or without with complete ease. In fact, the module as written is done 'by the book' but the option in this case is presented as a separate section to try if one so wished. I think it actually can help run battles with a whole bunch of mooks a little easier. And I've even used something like this months ago when playing through another module.
As for adjuncts, I think these too will not have a problem is you were to have characters with adjuncts compared to some without.
M
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"You face Death itself in the form of... 1d4 Tarrasques!"
I don't think it'll be too terribly hard. It should be nothing to add them to existing encounters/modules. The only issue that may arise is that you'll have adjuncts that you may want to add to an existing creature/NPC and they may not qualify for it...but thankfully the CK's job is not that "restrictive."
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
Lord Dynel wrote:
I don't think it'll be too terribly hard. It should be nothing to add them to existing encounters/modules. The only issue that may arise is that you'll have adjuncts that you may want to add to an existing creature/NPC and they may not qualify for it...but thankfully the CK's job is not that "restrictive."
This is sort of what I dont want to see happen with adjunts and stuff:
"Gee, Charlie. This was too easy."
"Well, the monsters were supposed to use these abilities that I dont have the book for so I guess that made it a bit easier then it was supposed to be."
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The Rock says ...
CharlieRock wrote:
This is sort of what I dont want to see happen with adjunts and stuff:
"Gee, Charlie. This was too easy."
"Well, the monsters were supposed to use these abilities that I dont have the book for so I guess that made it a bit easier then it was supposed to be."
That's why the CKG is an optional book.
Far as I can tell, when an author adds in optional rules, they do so on top of the established baseline. If anything, the optional inclusion of some of these rules is going to make the adventure harder and add more of a dynamic.
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
CharlieRock wrote:
This is sort of what I dont want to see happen with adjunts and stuff:
"Gee, Charlie. This was too easy."
"Well, the monsters were supposed to use these abilities that I dont have the book for so I guess that made it a bit easier then it was supposed to be."
I think you missed my point a bit.
Since adjuncts are optional, I don't think we'll see any official releases utilize them, aside from a module or something similar. And as they are easy to add to older modules that happened before adjuncts came about, so should it be easy to take them away from things once they are here. Having a goblin or three with +1 to hit dwarves isn't going to make that much a difference to them if you remove it (or something to that effect). The modules/adventures aren't terribly easy now in the era of "no adjuncts" - they shouldn't be easy in the future after the arrivial if someone uses them in a module and you decide to not use them.
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
Most of us are well seasoned CK's. So most of us will look at encounters, with and without Adjuncts, and know what we need to do to make the encounters the challenge we want them to be. Its the less experienced/confident CK's that may make unhappy mistakes.
So I think TLG should write their modules without adjuncts, but somewhere in there suggests adjuncts that could be added, but with a sentence or two explaining how it may change the difficulty of the encounter.
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The Ruby Lord, Earl of the Society
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
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He Who Sits on the Elephants Back
The Troll Lord
Steve Chenault, President & CEO of Chenault & Gray Publishing, Troll Lord Games
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael