D&D 5E Why is Hoard of the Dragon Queen such a bad adventure?

Sailor Moon

Banned
Banned
I don't run my games like a video game. "Congratulations!" "You have now reached level 5." "You have now unlockec the dreaded Haunted Forest."

I have been in those types of games and they irritate me to no end. The Haunted Forest is always accessible in my games, just be careful when you enter and know when to run away. I don't like the idea of level appropriate challenges and places suddenly becoming available.
 

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Derren

Hero
I personally think too many people have the video game mindset now.

You seem to misunderstand too many people.
They do not complain that "There is undefeatable dragon in the module" but "There is a undefeatable dragon in the module which I am not allowed to avoid because of railroad, but that is ok because of plot immunity"
 

sithramir

First Post
You seem to misunderstand too many people.
They do not complain that "There is undefeatable dragon in the module" but "There is a undefeatable dragon in the module which I am not allowed to avoid because of railroad, but that is ok because of plot immunity"

But that isn't true at all. Several of the people have mentioned that the module allows for you to completely avoid the dragon. There are specific consequences for doing so even written in the book. It totally takes into account dealing with the dragon or avoiding him and what happens either way. Don't want to give real spoilers here but there's no need to fight it.

The people who are complaining aren't willing to hear that. They don't like that concept but it is in the module.

It's a dragon flying over the area getting shot at by multiple people (which can include the PC's). It's not going to know exactly which person's arrow did more damage but it would notice being damaged more and might react. The module explains the dragon's backstory of uninterest, that it will fly away if it takes too much damage, etc.

It COULD burn where the PC's are and kill them and noone is stopping a DM from playing it how they want but the module is trying to show a DM their options to allow weaker PC's to be involved with something beyond their reach. It's not exactly easy or perfect to do that but they could have went with boring "you fight more orcs and goblins" and we'd probably be complaining and discussing the lack of originality instead of what is being discussed now. There's no perfect way to try to create a wow factor and they're clearly making several attempts in the module to have repeat villains.

They've set it up so you can avoid the dragon, given plans to allow the PC's to safely (perhaps you think it's too safely?) interact with the dragon early on, and the option of said dragon killing them is always there. This is up to the DM and players to figure out but it has given options with consequences. The only other option is "there is no dragon". Well there are plenty of adventurers you can play like this.

There is a point being made with these encounters. Some might say it's that the PC's shouldn't win every battle (but still win the war) or to bring back the danger feel of older editions, etc. I guess I just don't get why people expect perfection. if your DM made up the adventure would you harass him for it?

If you said that it didn't give a DM the proper way to handle it then i'd see a problem but it gives consequences with the PC's fighting the dragon or not.
 

Derren

Hero
But that isn't true at all. Several of the people have mentioned that the module allows for you to completely avoid the dragon. There are specific consequences for doing so even written in the book. It totally takes into account dealing with the dragon or avoiding him and what happens either way. Don't want to give real spoilers here but there's no need to fight it.

Avoiding mainly means not going into Greenrest as unless you use metagame knowledge it is a very reasonable expectation that going into the village attacked by a dragon leads to conflict with said dragon, especially when you are also fighting its "minions".
 

Halivar

First Post
Avoiding mainly means not going into Greenrest as unless you use metagame knowledge it is a very reasonable expectation that going into the village attacked by a dragon leads to conflict with said dragon, especially when you are also fighting its "minions".
Or the DM can describe the visual as the book describes it: the scary dragon is circling the keep, attacking men on its roof and ignoring everything else. There is enough context to know that the biggest danger is the roof.
 

But that isn't true at all. Several of the people have mentioned that the module allows for you to completely avoid the dragon. There are specific consequences for doing so even written in the book. It totally takes into account dealing with the dragon or avoiding him and what happens either way. Don't want to give real spoilers here but there's no need to fight it.

What if the objection is to the "plot immunity" and not to the presence of the dragon? If there were actual risks for confronting a dragon at low levels, the module could be written something like this: "The dragon is angry and hungry and in a vengeful mood, but not in blood lust. If the players choose to attack the dragon anyway, it will leave if any of the following motivations trigger: (Fear) PCs manage to reduce the dragon to half HP or less; (No-Hunger) dragon has already eaten one PC without taking much damage in return (so Anger is not in play); (Amusement) the PCs convince the dragon that it would be more amusing to spare their lives than to kill them. N.b. Amusement could include things like "running away in pathetic fear every time the dragon says 'Boo'."

In this case there is still a ceiling on how badly the encounter can go wrong under normal circumstances (only one dead PC) but there is also a clear expectation that the dragon be treated with respect as a threat, and not merely as an atmospheric prop.

N.b. I haven't read Tyranny of Dragons.
 

Derren

Hero
Or the DM can describe the visual as the book describes it: the scary dragon is circling the keep, attacking men on its roof and ignoring everything else. There is enough context to know that the biggest danger is the roof.

Have you looked at the map of Greenrest? A dragon circling the keep, conveniently located right in the middle of the town, would fly over large parts of it. Also, the attack on the keep only begins once the PCs are inside it (by running right underneath it inside the keep).
 

MoutonRustique

Explorer
I personally think too many people have the video game mindset now.
I'd not throw that around w/o explaining your meaning as, from the rest of your post, we have very, very different views on what constitutes "video game mindset".

This "old style" as some are calling it is how I prefer it. I want to be challenged and typically don't like published modules because they are simply too EASY. Oh we encounter a group of orcs. We're going to win but the question is how much resources do we use before we slay them. That's quite boring to me.
Very well. However, I do not think -if that is what you are saying- that unpredictably deadly situations are a good idea in published modules meant for the masses.

This dragon scenario is a great scenario for someone who says "There is a creature I can't just easily destroy. I am a hero and I want to help people. How can I do this in the face of these horrendous odds?" You are forced to not simply kill the creature because it's not as simple as that.
There are a great many assumptions here. Many of those would be dangerous to generalize; it is this variant in expectation that must be dealt with in a module.

No one is saying that situations where the players can't simply go up to foe, slay them dead with little risk, and have it solve everything are a bad idea. What some object to (well, at least one person) is the treatment of the situation. For me, it is the level of information available to players. For others it is the DM gymnastics required to keep the players alive (to keep the game from stopping dead in its tracks.)

Also, and here is where my lack of understanding comes in: I've read a good many posts advocating player death as a teaching mechanic. I'm curious at what it teaches and, and this is most important, whom it teaches in this instance: if the character dies, the only one I can see learning is the player. If the player role played his character and it died w/o any real chance to learn first, what is learned is to meta-game. i.e. You might think you wanted to play a brave knight - but, you know, you should probably have your order's moto be something along the lines of : "Discretion be ith the bestest part of the valorous heart!"

Having your PC be caught in a breath attack for "I am dead" points of damage doesn't teach the character anything - it teaches the player that a 1st level character against a dragon of that size is a bad idea. There couldn't be a more meta-game thought process incurred. Having that same character suffer "Crap! I am almost dead" points of damage does teach the character to avoid such a threat in the future (as well as the player, of course.)

I'm not sure why people don't like that? You don't have to fight the dragon. Period. Don't have to. It may not be your favorite encounter but I think it is a good one. Now all the other pieces might not pull together and i'm not claiming it's a great adventure simply that having a dragon around for lower level creatures sets a different tone from the normal hack n slash.

If you were level 8 would you suddenly run into a town where a dragon was? Why? It might be just as unbeatable based on it's power compared to yours still right? Perhaps you may try to reason with it or perhaps you know you can still help without ever getting in a direct confrontation with it. There's no set level where you go "I can definitely take a dragon". Even at higher levels things can still go bad against weaker foes in this edition.

You're super smart? Maybe you'r egotistic and want to see if you're smarter than that dragon? There's so many reasons to still proceed (aside from the obvious one of being good and wanting to help other people even if your life is in danger). Not everyone would do it but then you might not do half the adventure options given to you either.

In my campaigns when i'm the DM you wouldn't give experience for fighting the same orc groups over and over. "Well our level 10 group just slayed another group of those vile orcs! We took some hits (due to the bounded accuracy of AC in 5E) but we beat em pretty easily. The xp for this could be minimal to 0 because you weren't challenged to learn anything new.[/quote[See above. It's not about having "easy to beat encounters". It's about having players being able to make meaningful choices and being able to act as their character would act without being overly punished for it.

I'm not seeing anyone saying - "that dragon was a stupid idea, there should never be a powerful dragon in a low-level adventure." What I'm seeing is: there was a trap situation for which the "correct" answer was poorly conveyed OR was too strictly enforced OR there were to many assumptions that do not mesh, etc.

Having to deal with a deadly force you cannot win is a pretty cool way to learn something about your character.
I understand this is probably a question of wording - but, if cannot win, you cannot win. The only thing you learn is how you deal with the death of the game. If your meaning is that you cannot win in a direct manner of simply hacking at them till they stop twitching, then we are in accord - to a point.

The intent here is to give you unique situations and I think a dragon at lower levels is cool. You may think you're going to die (or you may run the other way) but it's not the typical one a level 1 player might see AND it's not an auto win (BORING IMO) encounter.

It is one of the reasons why I'm thinking it might not be that horrible to try and play a pre-made module because perhaps it's not super easy fights for once.
The idea is cool, its the implementation.

As for your last phrase, I can only suggest to you to very simply double ALL foes in all encounters from regular pre-made modules. It is the easiest solution I can think of to make the encounters "not super easy fights" and it adds very little work for the DM. Honestly, it might fix a great deal of what you profess to dislike about the pre-made modules.
 

KarinsDad

Adventurer
I'm not sure why people don't like that? You don't have to fight the dragon. Period. Don't have to.

The players do not know that. That's what people don't like.

For all the players know, the first encounter in the town is with the dragon. Only the DM knows that this is not the case.

Period.
 

ad_hoc

(they/them)
The players do not know that. That's what people don't like.

For all the players know, the first encounter in the town is with the dragon. Only the DM knows that this is not the case.

Period.


I think this speaks to the diversity of playing styles.

The group of players I play with wouldn't consider fighting the dragon to be a reasonable option let alone the only one.


This is something that should be sorted out during character creation. All of the people playing the game should talk about their expectations of the game. What they will be expected to do, what they think they should be doing and what they want to get out of playing.

The game is only designed to be 1/3 combat. If the people in the game want it to be mostly combat then tweaks to the game and published adventures will need to be made.
 

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