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Post by Scott on Sept 2, 2005 13:34:01 GMT -5
I'll be posting comments once mine arrives.
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Post by Scott on Sept 2, 2005 13:57:17 GMT -5
This is for anybody that has this, and by anybody I mean David, is there enough material to start a new party off? I had heard that the material would work better with a party that had a few levels under their belt.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 3, 2005 7:01:35 GMT -5
If the GM does some work, like fleshing out some of the adventure hooks already provided, then it's perfectly suitable for a low-level party. The material already fleshed out in the book is probably not suitable for a party that's just starting off.
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Post by Scott on Sept 3, 2005 12:22:26 GMT -5
There's a negative that jumped out right away. The multi/dual classing rules. Unless I am missing something, they have the 'character level' concept from D20, but the experience point requirements from AD&D. A 4/4 cleric/fighter would have 4d10 & 4d8 HPs, but would need less XP than it would take to reach 5th level. To use the 'character level' concept, you need the unified 'character level' experience point table from D20.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 3, 2005 21:50:01 GMT -5
There's a negative that jumped out right away. The multi/dual classing rules. Unless I am missing something, they have the 'character level' concept from D20, but the experience point requirements from AD&D. A 4/4 cleric/fighter would have 4d10 & 4d8 HPs, but would need less XP than it would take to reach 5th level. To use the 'character level' concept, you need the unified 'character level' experience point table from D20. Check the 4th rule in the multi-classing rules. Once character level hits 11, the character stops gaining new hit dice. He only gets the points per level (anywhere from 1 to 4 if memory serves). Yes, such characters will have lots of hit points at low level, but not so many at mid- to high level. I'm not entirely happy with the multi-classing rules myself, but they don't really touch on the module. In fact, I think that the multi-classed characters in the module don't have the number of hit points one would expect them to have given the MC rules. And I really do like the secondary skills system. In fact I think one could extend it and use it instead of multi-classing! For example, allow a character to 'buy' up to 3 levels of magic-user (but no more).
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Post by Scott on Sept 4, 2005 16:16:56 GMT -5
I like the mechanics of the secondary skills, but I don't like 'buying' them with experience points. If you would allow 'buying' levels, would you charge a different amount of experience points? Otherwise it would be just like multi-classing with level limits.
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Post by GRWelsh on Sept 4, 2005 18:48:40 GMT -5
How about a review of the material itself? I mean, independent of the rules and mechanics. I am anxious to hear a review about the flavor text for the city, history, local legends, personalities, dungeons, ruins, etc.
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Post by Scott on Sept 4, 2005 19:13:22 GMT -5
In detail, scope, and flavor, it's very much like the Village of Hommlet on a much larger scale and with the surrounding wilderness detailed too, but instead of the Moathouse, there are several 'filler' adventures detailed, and many adventure ideas listed similar in detail to those listed in the Glossography. The names are much more mundane than any of Gary's Greyhawk works.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 4, 2005 20:09:27 GMT -5
I like the mechanics of the secondary skills, but I don't like 'buying' them with experience points. I actually liked that aspect of them. I reminded me of LA. I think I would use the XP costs given in CZ. And I wouldn't make them exactly the same, just allow (for example) some spell ability, better melee combat ability, etc.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 4, 2005 20:10:22 GMT -5
In detail, scope, and flavor, it's very much like the Village of Hommlet on a much larger scale and with the surrounding wilderness detailed too, but instead of the Moathouse, there are several 'filler' adventures detailed, and many adventure ideas listed similar in detail to those listed in the Glossography. Rob has said that Dark Chateau is to the Castle what the Moathouse is to the Temple of Elemental Evil.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 4, 2005 20:13:01 GMT -5
Btw, from reading Gary's latest Q&A on EN Wurld it seems likely that Rob will be taking the lead on developing the Castle itself.
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Post by Scott on Sept 5, 2005 8:14:58 GMT -5
What do you think of the armor and weapon having 'hit points'? It's a nice concept, but is the book keeping worth it? I always considered part of the monthly upkeep and training costs to cover this type of maintenance. Except for field/full plate. Then I charge the rates listed in the UA.
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Post by grodog on Sept 5, 2005 11:40:24 GMT -5
Btw, from reading Gary's latest Q&A on EN Wurld it seems likely that Rob will be taking the lead on developing the Castle itself. That's been a given for a long time now.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 5, 2005 16:09:34 GMT -5
What do you think of the armor and weapon having 'hit points'? It's a nice concept, but is the book keeping worth it? I think Gary's rules as presented in CZ are pretty simple, and the burden is on the players to keep track of their armor/weapon HP.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 5, 2005 16:10:36 GMT -5
That's been a given for a long time now. Ha, well, maybe for you folks inside the sanctum sanctorum, but not for the rest of us.
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Post by Scott on Sept 5, 2005 20:14:16 GMT -5
I like the reason listed for area 81. Tinkers' And Peddlars' Cottages, "When a character desires to be robbed, here is the place". But place is spelled "palce".
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Post by grodog on Sept 6, 2005 10:39:34 GMT -5
Lovely. Le sigh.
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Post by axe guest on Sept 6, 2005 15:48:25 GMT -5
Scotty, does CZ introduce new magical items or spells? Thanks.
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dcas
Warlock
Duke of Pennsylvania, Knight Commander
Posts: 481
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Post by dcas on Sept 6, 2005 16:02:24 GMT -5
Scotty, does CZ introduce new magical items or spells? Thanks. Why don't you log in so I can smite you? There are a few new magical items and 3-4 new spells. But if you buy things based on the number of new magical items and spells included, perhaps 3e might be more to your taste. ;D
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Post by Scott on Sept 6, 2005 18:22:38 GMT -5
CZ is more of a setting than an adventure. There are some minor dungeon areas included, but for the most part, it details the town and surrounding area, no real need for new spells/items. Once the adventure material begins, I should expect much new material.
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