• Re: [boing boing] D&D's latest module, "Vecna: Eve of Ruin," and the tr

    From lkh@21:1/5 to Spalls Hurgenson on Tue Jun 4 05:51:14 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Mon, 3 Jun 2024 12:29:55 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    Source: >>https://boingboing.net/2024/06/03/dds-latest-module-vecna-eve-of-ruin-and-the-trouble-with-high-level-adventures.html


    D&D's latest module, "Vecna: Eve of Ruin," and the trouble with
    high-level adventures
    Gareth Branwyn 3:00 am Mon Jun 3, 2024


    That's not to say you can't have fun high-level D&D games, but it
    often feels like a struggle; you're fighting against a system that
    just isn't designed to scale up that high. Other systems are better
    suited to those sorts of power levels (Exalted, for instance) but D&D?
    It's meant for low-level play.

    let's put it like this: D&D in *dungeon crawling* mode doesn't scale
    up that well. *Hex crawl* mode does scale better I feel, and the
    *domain game* is literally made for high level play.

    To my mind *domain game* play, is much more free form than the more
    basic modes of play. It should generally be ruled by common sense and
    be driven by political scheming of experienced players. Little place
    for D&D's basic combat rules here.

    However, *that's* very hard to put in a module I guess, which could
    be the reason why a lot of high level modules so far are really
    bloated mid level modules.

    As to combat focusedness of D&D: yes it's chassis is a war game.
    And war gamey battles can take a lot of time. Why, when the game was
    conceived, playing out battles was the whole point of the game.

    I'd say long battles are a slog when they're boring battles. Which
    often happens when you're just rolling down hit points. Tactically
    interesting battles can be a lot of fun *if the group is so inclined*.

    I've seen large scale battles at my table that took up a whole sessions
    time, with everyone super enganged for those 4 hours.

    The problem I think is: when you're wary of lengthy battles, you tend
    to want to hold them short, which leads to skimping over the more
    involved (and tactically interesting) rules and options, thus
    leading to meaningless, boring combat. A self-fulfilling prophecy
    maybe?

    Let me point out again, I don't mean to say you're playing the game
    wrong, when your combats are boring. If you and your group don't
    like combat, maybe it's better to just roll percentiles to see who
    won and cut the whole thing short. That's fine too. But if you do
    like a tactical game on your table, don't skimp it, pull all the
    options and make it interesting!

    Coming back to the module (at last) ... Vecna trying to destroy
    the multiverse?! Damn it, I'm intrigued!

    Cheers,

    lkh

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