High level Module/Adventure Poll
High level Module/Adventure Poll
This poll is to try to zero in on a target level for high level adventure writers/submitters to Domesday or the Trolls.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: High level Module/Adventure Poll
A level high enough for 9th lvl spells, yet within the CKG write ups.. that was my guiding light.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
- Omote
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Re: High level Module/Adventure Poll
I voted for levels 15-16, but I would actually vote for any adventure from levels 15+ (15-20). I would like to see the C&C game expanded in this way, and if adventure modules are the only things that we can get, so be it.
~O
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Re: High level Module/Adventure Poll
I take it you mean in ways beyond what is in the CKG?Omote wrote:I voted for levels 15-16, but I would actually vote for any adventure from levels 15+ (15-20). I would like to see the C&C game expanded in this way, and if adventure modules are the only things that we can get, so be it.
~O
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
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: High level Module/Adventure Poll
I believe that Steve was thinking about expanding the next issue/print of the PH to be to the level of the CKG.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
- Omote
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Re: High level Module/Adventure Poll
Yes, and no. While the CKG expands the game to higher PC levels nicely, I don't think that book put any real emphasis on practical high-level play. The reason why adventures could work is that I believe that C&C is in some desperate need of more power creatures/enemies as base monsters. TLG knows full well they need to get to expanding the game in the direction of demons & devils, but on top of those encounters, I think other, more powerful enemies are greatly needed for the C&C game. Adventures are one way to increase the number of very powerful enemies and encounters without having to write a whole book on the subject.Treebore wrote:I take it you mean in ways beyond what is in the CKG?Omote wrote:I voted for levels 15-16, but I would actually vote for any adventure from levels 15+ (15-20). I would like to see the C&C game expanded in this way, and if adventure modules are the only things that we can get, so be it.
~O
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
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>> Omote's Advanced C&C stuff <<
Re: High level Module/Adventure Poll
Let me know if you think those in the Domesday are getting close or they need to be more powerful.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: High level Module/Adventure Poll
Any new folks? I'm going to use this in the next domesday, I'd like to get this as up to date with the most input as possible. thanks!
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.