Quote:
Originally Posted by Anthony
It's the equivalent of a pair of fortresses staring at each other across a disputed border.
The biggest problem I see with Keep on the Borderlands is that it's intended for level 1-3, and even starting delvers are stronger than that (but don't gain power as fast). Something like a patrol of six goblins is a legit concern for level 1 PCs in original D&D.
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My players will be starting at around 75 CP, and will have around 100 by the time they reach the keep... A bit weaker but far from Dungeon Fantasy Levels by far. Using a ADnD to GURPS conversion thing. Though that supplement suggests around 120. It's assuming people take race and or class templates from it... I am using my world and my Race/Culture templates tend to be a bit... more potent than they really need to be. On top of that I am not forcing class templates even though I have a couple of mad munchkins in my group...