FormerlyHemlock
Hero
I just felt that a new module should, ideally, not suffer from the problems that have been plaguing D&D for years and which other APs have managed to address. I certainly didn't expect to see these problems in an AP that was so well received.
Apparently it isn't well-received by simulationists. Thanks for the info, sounds like I should stay away too.
I think 5e makes this even more difficult because the power-levels scale so much less. 20 men-at-arms are actually a seriously powerful thing for quite a while (could take out an 8th level party in a fair fight I'd venture, where they'd be taken out by a 5th level party in 1st through 4th edition with little problem). So being the "only ones that can help" is harder to pull off in 5e. As such, I'd like to see them spend more effort on this, not less.
The John Ringo way is to kill off all the good guys (including all those men-at-arms) at the start of the campaign in some kind of huge disaster. Then you just need a way to keep the implosion slow enough that the PCs can manage to slow, and eventually reverse, it.
In short, 5E logic says that PCs mostly aren't needed in static settings, so the campaign should be a dynamic setting if you want there to be logical. In my game, the PCs are basically the only good guys above 3rd level in the whole setting, and the kingdom is currently facing down an invading army of 6000 hobgoblins (as well as various illithid cults, fire giant clans, vampire infestations, and neogi incursions) which would otherwise be dealt with by the friendly army of 8000 soldiers and one high-level wizard (12th level), if they weren't all dead. There's about 600 friendlies left and they're spread out all over the kingdom.
Last edited: