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Post by Malchor on Dec 5, 2023 7:00:20 GMT -6
Underworld and Wilderness, The Wilderness, talks about an Off-hand adventures that uses the Outdoor Survival board—as everyone here knowns.
The question is, what character level makes sense for this kind of play?
I mean, you could have a 1st level party, though they will be hard pressed to satisfy the requests from most of the castles owners they may encounter. Also, given movement rates, they are going to have a much higher chance of getting lost or running into encounter—which I guess might be desirable for some.
Then, looking at the encounters and number of monster suggested in M&M, with Giants, Lycanthropes, and Dragons showing up this looks to be geared at groups beyond 1st level unless it is all about rolling for evasion.
What levels would you try this Off-hand adventure with? What if it was a party of 3 players? 4, 5, or 6?
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Post by Finarvyn on Dec 5, 2023 18:39:02 GMT -6
I like level 4. The notion of the "hero" in the wilderness is fine -- too many levels and it's not much fun. Level 4 give one decent hit points and decent magical prowess, but not overwhelming so there is still that sense of danger.
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Post by Malchor on Dec 6, 2023 6:42:05 GMT -6
I like level 4. The notion of the "hero" in the wilderness is fine -- too many levels and it's not much fun. Level 4 give one decent hit points and decent magical prowess, but not overwhelming so there is still that sense of danger. That is right were I was aiming, mid way to upper range in xp for 3rd or start of 4th. For the former, I figured it would allow for a little most caution at first, and hopefully a win that catapults them to 4th giving the players incentive.
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Post by tkdco2 on Dec 6, 2023 15:36:36 GMT -6
I tend to use level 4 characters as well, especially since I tend to run one-shot games these days. The PCs are not super fragile, but they're not superhuman either. Note that I am somewhat stingy in giving magic items as well, 2-3 items at most.
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Post by jamesmishler on Dec 6, 2023 19:18:10 GMT -6
I'm going to go out on a limb and say 5th level is the sweet spot, mostly because at that point the fighters can cover everything but their backs against rabble and the magic-user gets their first 3rd level spell, which gives the party a fighting chance against a dragon or balrog.
The cleric is loopy, as from 5th to 6th it goes from 22 to 2211 on spells, an oddity that I've never quite understood. So really 6th is the sweet spot for clerics...
I'd give each player 30,000 xp to play with and let them choose their poison...
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Post by Malchor on Jan 28, 2024 10:41:09 GMT -6
Finally ran an outdoor adventure using the rules for the first time. I changed them slightly in that I left the catch basins a ponds and lakes, made the bases the castles, the food sources as the town locations, and added some roads based on the trails already on the map. I also pre-rolled for all locations so I had some idea what was going on and could have some rationale for some actions of the NPCs.
It was bonkers and a blast.
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Post by captainjapan on Feb 20, 2024 13:23:33 GMT -6
I don't know if anyone noticed in the new "Making of..." video, since it flew by pretty fast; but a type-written letter from Dave Arneson reveals a little bit more about who was and who was not expected to adventure on the Outdoor Survival board. Mind you, there weren't so many character levels back then. See screengrab, below:
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Post by Malchor on Feb 20, 2024 17:51:42 GMT -6
I don't know if anyone noticed in the new "Making of..." video, since it flew by pretty fast; but a type-written letter from Dave Arneson reveals a little bit more about who was and who was not expected to adventure on the Outdoor Survival board. Mind you, there weren't so many character levels back then. See screengrab, below: Arneson clearly sees a division between what came from Chainmail and everything else that makes up his game. Personally, I think he is being humble about the changes or keeping them close to his vest. It is now settle that OS was used brought into the game via Dave. Thanks for pointing this out!
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Post by captainjapan on Feb 20, 2024 20:00:26 GMT -6
I don't know if anyone noticed in the new "Making of..." video, since it flew by pretty fast; but a type-written letter from Dave Arneson reveals a little bit more about who was and who was not expected to adventure on the Outdoor Survival board. Mind you, there weren't so many character levels back then. See screengrab, below: Arneson clearly sees a division between what came from Chainmail and everything else that makes up his game. Personally, I think he is being humble about the changes or keeping them close to his vest. It is now settle that OS was used brought into the game via Dave. Thanks for pointing this out! The part that I found interesting was where Arneson says, "The Wilderness encounter aspect [of Outdoor Survival] was modified to mean that you met various creatures which you then have to hack your way through. There is also the chance that you will die of thirst or hunger while wandering around lost. Wizards do not take part since it's too easy for them to stay alive and not get lost, but the Heroes and Superheroes have fun." Sorry, I should have been more specific.
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Post by Malchor on Feb 20, 2024 20:14:49 GMT -6
Arneson clearly sees a division between what came from Chainmail and everything else that makes up his game. Personally, I think he is being humble about the changes or keeping them close to his vest. It is now settle that OS was used brought into the game via Dave. Thanks for pointing this out! The part that I found interesting was where Arneson says, "The Wilderness encounter aspect [of Outdoor Survival] was modified to mean that you met various creatures which you then have to hack your way through. There is also the chance that you will die of thirst or hunger while wandering around lost. Wizards do not take part since it's too easy for them to stay alive and not get lost, but the Heroes and Superheroes have fun." Sorry, I should have been more specific. You're good. I wasn't just commenting on Arneson's division of what is Chainmail and everything else—which makes sense. Did note that too, that Wizards seem to have the ability to not be get lost (infallible direction?) or be affected by lack of food or water. Kind of wonder if create food and water was originally a MU spell. Wonder if elves were immune to getting lost too.
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