mediocrepoet
Philosoraptor in Residence
Don't mind Fedora. If you had to get up every day and see his face in the mirror, you wouldn't want to gaze at the same unholy mess in your games either.
The difference here is that Palace of Ice imports the save from Crown of the magister so some decisions taken there also get some airtime in Palace of Ice.Palace of Ice is intended to be played with an imported party from the base campaign, since it follows that plot and assumes the party begins at about the level at which the base campaign ends.
The Lost Valley is intended to be started with a party of level 1 characters, rising similarly in level over the course of it as in the base campaign.
Haven't played the other two myself, but it seems that Caer Falcarn is a shorter campaign intended to be started with level 1 characters rising to level 4, who can then be imported into the similarly-brief Dun Cuin campaign.
Palace of Ice is intended to be played with an imported party from the base campaign, since it follows that plot and assumes the party begins at about the level at which the base campaign ends.
The Lost Valley is intended to be started with a party of level 1 characters, rising similarly in level over the course of it as in the base campaign.
Haven't played the other two myself, but it seems that Caer Falcarn is a shorter campaign intended to be started with level 1 characters rising to level 4, who can then be imported into the similarly-brief Dun Cuin campaign.
Thank you both, guys!The difference here is that Palace of Ice imports the save from Crown of the magister so some decisions taken there also get some airtime in Palace of Ice.Palace of Ice is intended to be played with an imported party from the base campaign, since it follows that plot and assumes the party begins at about the level at which the base campaign ends.
The Lost Valley is intended to be started with a party of level 1 characters, rising similarly in level over the course of it as in the base campaign.
Haven't played the other two myself, but it seems that Caer Falcarn is a shorter campaign intended to be started with level 1 characters rising to level 4, who can then be imported into the similarly-brief Dun Cuin campaign.
Whereas with all custom modules, you get the option to export the characters at the end of the module. So that's how you can have the same party transferred from Caer Falcarn to Dun Cuin.
Alternatively you can manually level up characters in the character roster for all those modules that want a higher level party at the beginning.
Honestly Litmanen, Dun Cuin and Caer Falcarn are absolutely unexceptional linear modules. Just straight dungeon crawls, Caer Falcarn didn't even have towns with NPCs. You're better off playing lost valley instead.
Party, dammit, party.then try a new character
I'd say it does. Lost Valley is a at least a campaign about siding with one of or none of the factions in the valley to get out of it. The implementation of 5e is much more faithful to the sourcebook and the ease of use and flow of this game is way better than BG3, even if it falls behind in some production values and the sort of semi open areas that BG3 had.(if the game deserves it).
Definitely try Palace of Ice after the main campaign, it's a dwarf-centric adventure.I think I'll give it a try with both main campaign (and maybe Palace of Ice) and then try a new character for Lost Valley (if the game deserves it).
Aren't all dwarven lasses comely to you?it features the only half-decent face in the whole Solasta and it's a comely dwarven lass!
Well yeah, but some take a lot of pre-beer-ing before they come as such.Aren't all dwarven lasses comely to you?it features the only half-decent face in the whole Solasta and it's a comely dwarven lass!
Party, dammit, party.then try a new character
I'd say it does. Lost Valley is a at least a campaign about siding with one of or none of the factions in the valley to get out of it. The implementation of 5e is much more faithful to the sourcebook and the ease of use and flow of this game is way better than BG3, even if it falls behind in some production values and the sort of semi open areas that BG3 had.(if the game deserves it).
I don't think I'll have time to try also users' modules. My backlog is big and I don't have normally a lot of time to play.Definitely try Palace of Ice after the main campaign, it's a dwarf-centric adventure.I think I'll give it a try with both main campaign (and maybe Palace of Ice) and then try a new character for Lost Valley (if the game deserves it).
As a nice bonus, it features the only half-decent face in the whole Solasta and it's a comely dwarven lass!
And if you like the gameplay, give a try to Artyoan modules, especialy their 6-man variants.
It depends on what you're playing games for - to strike them out of your backlog or to have fun.I don't think I'll have time to try also users' modules. My backlog is big and I don't have normally a lot of time to play.And if you like the gameplay, give a try to Artyoan modules, especialy their 6-man variants.
But I'll try my PARTY maybe in the official modules
What? If anything it becomes even more effortlessI honestly prefered the main OC over the Palace of Ice. Honestly, 5e don't work past lv 12. Combat becomes tedious.
D&D of any edidtion works better on low to mid levels.I honestly prefered the main OC over the Palace of Ice. Honestly, 5e don't work past lv 12. Combat becomes tedious.
I'm absolutely not against users' modules, let's be clear here. And the thing is that it took me 3 months to finish Underrail and 1 to finish Pillars of Eternity. So, I have a long backlog not because I want to play hundreds of games, but because I'm really slow (and have not a lot of time).It depends on what you're playing games for - to strike them out of your backlog or to have fun.I don't think I'll have time to try also users' modules. My backlog is big and I don't have normally a lot of time to play.And if you like the gameplay, give a try to Artyoan modules, especialy their 6-man variants.
But I'll try my PARTY maybe in the official modules
I myself prefer to play games in the way intended by the devs first.
But who knows, maybe you would like it enough to want for more.
And in that case check out Forsaken Isle and Morrows Deep. I have not seen the newer modules yet.
The story is decent (at least not as retarded as Solasta's "no head - no soraks") and combat encounters are head and shoulders above almost everything in the base game.
Bud I hear you, but there's always gonna be a backlog. Might as well have fun longer than tick names off a list.I'm absolutely not against users' modules, let's be clear here. And the thing is that it took me 3 months to finish Underrail and 1 to finish Pillars of Eternity. So, I have a long backlog not because I want to play hundreds of games, but because I'm really slow (and have not a lot of time).It depends on what you're playing games for - to strike them out of your backlog or to have fun.I don't think I'll have time to try also users' modules. My backlog is big and I don't have normally a lot of time to play.And if you like the gameplay, give a try to Artyoan modules, especialy their 6-man variants.
But I'll try my PARTY maybe in the official modules
I myself prefer to play games in the way intended by the devs first.
But who knows, maybe you would like it enough to want for more.
And in that case check out Forsaken Isle and Morrows Deep. I have not seen the newer modules yet.
The story is decent (at least not as retarded as Solasta's "no head - no soraks") and combat encounters are head and shoulders above almost everything in the base game.
When I play a game, I do it just once because I love the feeling of doing things without knowing the consequences, the story and what's waiting for you in the next room. So, NORMALLY, I play a game the first time, store my feelings inside me and go on. But I have also this feeling that I want to try different approaches and, for me, a user's module in Solasta is still a "Solasta" thing. So, I like to eventually switch to another game. But, maybe one day I'll be faster and I'll have time also for these modules.
A mess, as alwayscurious about what you make of the game first.
but the main reason high levels are shit is not tediousness of combat, but
What do you consider "mid levels"? Gary Gygax himself preferred running adventures for levels of around 9-12, demonstrated by his published D&D/AD&D adventure modules, though this tends to be obscured by the popularity of the low-level exceptions B2 The Keep on the Borderlands and T1-4 The Temple of Elemental Evil (the first portion of which had been published earlier as T1 The Village of Hommlet).D&D of any edition works better on low to mid levels.
What do you consider "mid levels"? Gary Gygax himself preferred running adventures for levels of around 9-12, demonstrated by his published D&D/AD&D adventure modules, though this tends to be obscured by the popularity of the low-level exceptions B2 The Keep on the Borderlands and T1-4 The Temple of Elemental Evil (the first portion of which had been published earlier as T1 The Village of Hommlet).D&D of any edition works better on low to mid levels.
Overall Average Low Level: 6.00
Overall Average High Level: 9.50
Average Level: 7.75
A good question.What do you consider "mid levels"? Gary Gygax himself preferred running adventures for levels of around 9-12, demonstrated by his published D&D/AD&D adventure modules, though this tends to be obscured by the popularity of the low-level exceptions B2 The Keep on the Borderlands and T1-4 The Temple of Elemental Evil (the first portion of which had been published earlier as T1 The Village of Hommlet).D&D of any edition works better on low to mid levels.
My point is just that there are a lot of people who like to dictate how other groups should play their games. If TSR made such adventures, it was because people brought such adventures and played such adventures. Hence trying to dictate that no one should play above LV 2 like some people want is BS. If I decide to run a Lv 6~10 adventure, I'm not playing an epic-level game. I'm just playing a game around the same average level that the original AD&D had. And even if I was, what my group does is my group problem.A lot of the modules TSR published were taken from tournament games, where you played pre-rolled characters and had 3-4 hours to finish the adventure. Those tended to start around levels 5-7, and the modules they released were basically fleshed-out versions of what was played at conventions.
That probably skews the numbers a bit, but you're right about the average levels and one can't argue with numbers. I just wouldn't draw too many conclusions from them.
1-4 - low level ("camaraderie, adventure and steel on steel!")
5-8 - mid level (you can fly and shoot fireballs)
9-12 - high level (you can teleport across the world, death is no longer a problem)
13-16 - very high level (death is barely an inconvinience, you also get a minor wish)
17+ all the awesome marvels epic shit you can Wish for
How many of those modules involve killing level 8 gods?What do you consider "mid levels"? Gary Gygax himself preferred running adventures for levels of around 9-12, demonstrated by his published D&D/AD&D adventure modules, though this tends to be obscured by the popularity of the low-level exceptions B2 The Keep on the Borderlands and T1-4 The Temple of Elemental Evil (the first portion of which had been published earlier as T1 The Village of Hommlet).D&D of any edition works better on low to mid levels.
If I remember correctly, he is one of the many who believed that mid level is 4 and everything above 7 is epic level. I did a python script to calculate the average AD&D module level (https://pastebin.com/JdSAvLyE) and the output is here :
Code:Overall Average Low Level: 6.00 Overall Average High Level: 9.50 Average Level: 7.75
So yes, most AD&D adventures are lv 6~9.5 adventures.