I have a basic adventuring premise that I like to go with for a lot of Nentir Vale questing. As the Nerath Empire collapsed and resources in the northern frontiers of the Vale are stretched pretty thin, the characters are part of one of Fallcrest's patrol squads, essentially rangers, and the local lord keeps a chunk of what they bring back. But it's an easy way to plug the characters into the local setting, gives them a reason to be together, while also providing an impetus for them to "go delve!". In one campaign, I replaced Kobold Hall with the Sunless Citadel, which was brought beneath the earth by Torog's crawling. The characters were part of a new squad and the old squad that trained them had gone missing. These were the NPCs you find scattered throughout the adventure.I wouldn't know... lol. I mean, the premise of HDQ doesn't sound terrible to me "uncover the machinations of the Evil Dragons." The devil is in the details though, so...
TBH I think the premise of KotS is rather weaker actually. It amounts to "there's something bad going on out at the old ruins, go delve!" with a number of preliminary/side quests that really don't seem needed and who's plot elements are not well spelled out. I guess either premise could lead most anywhere though.
Yup I can totally appreciate that. But for starters I’m gonna demo it using the adventure in DMG.I'll add my 2 cents to the camp that says 4E is too much effort without the digital tools. It is not just the character creation. It is the selection of monsters too. It is really important to balance things well for a 4E feel of tactical combat. That is very hard to do as is keeping track of all the monster abilities without the tools.
On top of all of that, you have the hassle of making tactical maps for every setpeice encounter. It is a major pain. My prep time for 5E is 5 minutes. 4E can take me hours.
Ironically, they should have paid more attention to MMOs to counter this exact problem. MMO designers have long been aware that pointless and drawn-out trash fights are a problem. You need to either be building up to something through them, or you need most fights to have something interesting in or around them to keep people engaged. Two key examples come to mind, one from World of Warcraft, the other from FFXIV.It just presented one dull 'steel cage death match' fight in tight quarters after another.
I never did chainmail though reading it really did give me a feel for where D&D came from ... for me the details of 4e combat are very very targeting cinematic action fiction (but ironically the most flexibility and sense you can make it your own if you want) very much about things being vivid and enabling tangible player choices within that.For what it's worth, I've been running a 4e campaign/campaigns since 4e was released. The demise of the online made for a few challenges with character building. These can be worked around with the old fat client character builder (available for download with all updates), Hero Labs (though it needs tweaking now and then) or owning the physical books or digital copies via drivethru rpg. As a wargamer, I enjoy 4e for its detailed combat system. Sort of an updated chainmail where D&D started long ago. I saw mention of other resources online so stuff available to assist.
The only thing I am not really fond of with 4e's system is just the sheer proliferation and fiddliness of effects and such. IMHO the whole action adventure thing is improved by streamlining the system some and relying more on 'natural advantages' like surprise and terrain (cover, concealment, height advantages, flanking, etc. which were rather deemphasized in 4e's system. Consider the huge advantages of flanking in Chainmail, a unit which is taken on a flank while engaged on the front is almost 100% doomed. I don't even care what the difference in quality of the troops is, it is a very bad situation.I never did chainmail though reading it really did give me a feel for where D&D came from ... for me the details of 4e combat are very very targeting cinematic action fiction (but ironically the most flexibility and sense you can make it your own if you want) very much about things being vivid and enabling tangible player choices within that.
To a certain extent this fan of fate and fudge and similar games considers D&D ummm being fiddly as a something of an assumed LOL. However looking at 3.x and PF and I see that 4e is concise in comparison AND to me 5e lost the big damn heroes angle even if you adjust for level 5 being the start of heroic tier (and analogous to 4e level 1 in theory).The only thing I am not really fond of with 4e's system is just the sheer proliferation and fiddliness of effects and such.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.