Hi there, I'm just planning a session 0 this week as my first homebrew campaign closes in on it's completion. I've read the players guide, GM guide and first encounter plus purchased all on R20 module and looking forward to it. I plan to run an early session zero and start char creation several months out from the actual game start, so the players can flesh out their chars while I do a re-read of the source content and look for ways to tie them into the setting (and as we finish the end of our current adventure!).
I found this player guide buried in a thread which was fantastic (thanks!) and wanted to know if anyone had tips for the 5e version of this?
Looking for things like:
I found this player guide buried in a thread which was fantastic (thanks!) and wanted to know if anyone had tips for the 5e version of this?
Looking for things like:
- What books were available at the time when was ZG converted to 5e? Should I keep it to PHB+Module+Xanathars? allow Tashas or Fizbans?
- Do combo's like subtle spell+ detect thoughts or similar risk early story reveals/spoiler moments?
- downtime
- Do inquisitive rogues with reliable talent on investigation/perception sorta fun-kill the investigation elements of the game? Or do these type of challenges naturally scale in the later adventures?
- Are there any combat builds that break the fun? e.g. drive one player to be significantly off balance with the others? e.g. Given the general power creep of 5e, combined with the custom mechanics in this game (guns, explosives, prestige classes etc) I'm a little unsure what to allow/what to watch for.
- How balanced/challenging is the combat aspect of the module? Do DMs find they have to tailor encounters for their party? Is it hard to keep things challenging if players min/max, or is it tough and min/maxing should be encouraged?
- I read in a thread on here that the module gives low #'s of encounters a day. Is this worth calling out to the players (e.g. might have to worry less about resource management on some builds)?