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This is full of spoilers, but it's the GM Reference forum.
Does anyone besides me think that using the Chase Rules for everything is anti-climatic? I mean, closing the Doomsday Door in Windsong Abbey was once an entire adventure and now it's just "go there and roll a Religion check to use magic to stop it."
When my players hear there's a bunch of Doomsday Doors to close, they are going to expect dramatic adventure and combat. Having them just be obstacles in a chase is definitely going to be disappointing.
Lord of the Trinity Star did this too for several parts of it. I haven't read Into the Apocalypse Archive yet, but I suspect it will be similar.
Why is everything Chase Rules and skill checks? Why aren't there more dungeons and combat? It's a little boring to get to an adventure location and have it literally just be a couple of skill checks to get through it.