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So, what does the Red Box give you, anyway?

MerricB

Eternal Optimist
Supporter
As far as I can see, if you have the Red Box:

* You can create a 1st level character as a Dwarf, Elf, Halfling or Human... and choose Fighter, Rogue, Wizard or Cleric for your class

* Someone can DM a premade adventure for 1st level characters consisting of 7 encounters, including a skill challenge/negotiation and a trick involving a chessboard. (Yay!)

* The characters can reach 2nd level.

* The DM can create new adventures for 3-5 PCs, with advice for major and minor quests, and from a selection of 34 monsters.

* Treasure rewards are given for a 2nd level adventure. (The intention is that the adventure the DM creates will be 2nd level, I think).

* You get an overview of the Nentir Vale.

* Interesting things: Improvise Skill Check DCs and a Base Overland Speed table!

You can also download a solo adventure for 1st level characters using the code given in the set...

Particularly interesting, on page 39 of the DM book it talks about the importance of getting feedback on the players and finding out what the players liked... and describes them as actors (who liked the roleplaying), slayers (who like combat), explorers (who like learning about the world of the game), Storytellers (narrative), Thinkers (puzzle-solvers) and Instigators (who like to make things happen).

The adventure in the book assumes a group of 1 DM and four players. By some strange coincidence, there are enough pieces in the book for four characters to play if everyone has a different class! There are, alas, no notes for scaling the adventure that I could see. :(

All in all, you should be able to get 15-20 hours of play out of the Red Box before you really need the rest of the Essentials line. Or you could stay at level 2 and play some more adventures...

Cheers!
 

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The adventure in the book assumes a group of 1 DM and four players. By some strange coincidence, there are enough pieces in the book for four characters to play if everyone has a different class! There are, alas, no notes for scaling the adventure that I could see. :(

Wait, 4 players? Not the 4e standard 5? That's kind of strange...
 

...and if you hurry up and play your adventure contained within... the story continues at your FLGS in the form of the red box gameday adventure.
 

The rant in the other thread highlighted to me all the reasons I'd buy this for my sons to introduce D&D to their friends; this underscores them! Gotta get me two or three of these!
 

If I have Heroes of the Forgotten Lands (and I'm a fairly experienced D&D 4th edition player, and have minis and adventures) do I need the Red Box?

Or if I left it unwrapped should I return it and stick to the HotFL and Rules Compendium?
 

If I have Heroes of the Forgotten Lands (and I'm a fairly experienced D&D 4th edition player, and have minis and adventures) do I need the Red Box?

Or if I left it unwrapped should I return it and stick to the HotFL and Rules Compendium?

Not unless you want the stuff in it. I want it just for the adventure personally.
 

Not unless you want the stuff in it. I want it just for the adventure personally.

I've been playing D&D since the very early Eighties--I can create an adventure. I just wonder if I need anything else.

Sounds like I should return the box and get the Rules Compendium instead. ;)
 
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Pretty much. The Red Box is properly for people who have *never* played D&D before. If you have, you can step in on the next level. (Rules Compendium + DM Kit or Heroes book).

I'm really enjoying reading the Red Box material, though.

Cheers!
 



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