Adventure Technology
[qoute]Stat blocks, to diverge into specifics, are a clunky misstep of the late 80s and early 90s and that fact that they have remained virtually unchanged since then serves as evidence of just what...
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Thuvasa3, I agree. Stat blocks are probably a big source of my gradual disenchantment with Dungeon mag (and with published adventures in general). Stat blocks (sometimes) make modules easier to run,...
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I'd say the punch out cards is the way to go. They go at the end of the adventure and you can pop them out and keep them with the sections you need. That way you have them while running the adventure...
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Some of the Dragonlance modules had punch/cut-out cards. Not bad for important NPC's, but generally too numerous for monsters. They get lost, too."There's nothing more useless than a lockwith a voice...
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Oh my goodness, that would be SO handy. A stat block where you could advance the creature by 4 hit dice, which produces a list of additional feats you can choose and allows you to decide which stat to...
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Well as to the question of them getting lost, you wouldnt punch them out until you were getting ready to run the adventure. And if you were planning to run it again, you toss them in a ziplock...
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Quote:Well as to the question of them getting lost, you wouldnt punch them out until you were getting ready to run the adventure. And if you were planning to run it again, you toss them in a ziplock...
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I'd love a CD that I could print out the stats I want handy. Let me select from the list, qty to print, etc. Of course then you need versions for PC, MAC, and the various Unix based systems....
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