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Dungeoncrawls / Megadungeons in WFRP

Started by Pseudoephedrine, January 19, 2009, 04:06:24 PM

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Herr Arnulfe

v2 Wizards are extremely effective in a dungeoncrawl, especially if they're from a college that offers healing magic. None of the minor manifestations are relevant when you're hidden away from the eyes of the suspicious public. Even the moderate manifestations are more of a nuisance than a real hazard. We actually had to houserule the magic system when playing LotLL, because our Light Wizard was removing any sense of danger from the adventure.
 

obryn

Quote from: Haffrung;280066Twelve to 15 sessions into a 1E D&D campaign, the PCs are probably 4th level.  I don't think the power levels of a group of 4th level D&D characters and a group of WFRP characters in their second careers are all that different.
Well, I'm running 8-hour sessions once a month at the moment, but in my 1e Temple of Elemental Evil game, the characters recently cleared the Moathouse.  In the final confrontation with Lareth, only one PC died.  (Elmo died as well, struck down by Lareth, and in fairness it absolutely would have been a TPK without him.)  They played smart and protected their two held party members, and the fight went long enough for those two to get back into the game.

They were Level 2 going into that fight, and after all the treasure XP, I expect the 5 surviving PCs and the surviving NPC will easily advance to 3rd - and maybe partway to 4th - if they find Lareth's hidden fire opals.

All told, the 5 surviving PCs will get either 2,751 or 4,751 xp after that fight.  (Depending on how I calculate, that is.  The 1e DMG is extremely unclear on whether henchman xp is halved before or after deducting it from the available xp pool.  Opinion seems split on the matter, too.  If I divide by 12 instead of 11, it changes to 2,522 or 4,355.)

This was only our second 8-hour session.

In other words, AD&D isn't looking like advancement is all that slow to me, right now. :)

-O